133,688 Commits over 4,293 Days - 1.30cph!
scrap box matrix added, updated icon, prefabs updated
supply lightdir/color for water again, adjust texture formats
fix double-rendering atmosphere
sync Rust.RenderPipeline changes:
- fix missing shader parameter for legacy shadow caster shaders
- render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render)
- make camera context directly accessible by the camera component
- add RustRenderPipeline pipeline shader tag
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Merge from artist_pack_dlc
Fixed reactive target collider not updating on the server
Reactive target gibs are simplified, gib meshes are no longer r/w
Reactive target fixes
Fixed ground watch floating in the air
Simplified placement sockets to 4 corners and middle, expanded all sockets
Fixed rotation axis
pt_boat_turret_fixes -> main
- Fix rear turret being able to move outside its clamping bounds
Server admin UI tab progress
merge from artist_pack_dlc -> main
Lowered HLOD distance of floating cities 200 -> 100
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Item list flex scroll fixes
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Update: add TestOnCycleStackables test to validate onCycle caching
Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere
Tests: ran unit test
Fix native grid crash with buoyancy batching enabled
Added playerboat.kill_all_above_deployable_count command.
Added keyboard controls to the item list
Merge from deployable_limit
Include count of total amount of warnings and errors after the manifest finishes generating
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for player connecting to a sleeper from a save emitting an error
Tests: unit tests + 2p on Craggy
merge from main -> fix_manifest_errors
Update: OcclusionValidateGroups now also checks all active players and all sleepers
Tests: none, trivial change
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save
Done via initializing sleeper if it supports server occlusion in PostServerLoad
Tests: unit tests + 2p on Craggy with a sleeper in a save
Deployable limit convar wip
Update: another flow change to ReconnectToASleeperFromSave
- added missing PostServerLoad call
- adjusted expectations
Tests: ran unit test - still fails as expected
Update: adjusted the expectations for ReconnectToASleeperFromSave test
Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code
Tests: ran unit test, it fails as expected
- Fix turret movement not being visible to others (when other players are using it)
- Half front turret sensitivity
fixed paintable window collision - thanks elliot.
Handle NRE inside NPCAnimController.DoPrepare()
added new sounds to the modular boat steering creaks
pt_boat_turret_full_reload -> main
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset
- Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
repositioned paintable window collision
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test
Catches a bug in how server occlusion handles this specific initialization path
Tests: ran unit test, it fails
Item list fixes and optims