137,526 Commits over 4,474 Days - 1.28cph!
LOD / distance fixes.
Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
Merge from autoturret_compile_fix
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
fix water pipes sounds not playing
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
Rebuild localization phrases
Upped density of power plant chimney smoke
LOD/fake render setup for new stuff
Fix bad merge for vine tree fix
Fusebox indicators & related files.
Lighting prefab update.
merge from PlayerMaintainedMonuments
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Further tightened anchor setup of cliff_hills_large_b
Debug rendering for directions
Rotate impact effect to match satellite travel direction
Tightened anchor setup for cliff_hills_large_c
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Add terrain raycast checks, default off, behind a convar.
Merge from satellite_crash
Fixed a bug in satellite.launch
merge from satellite_crash
Satellite.launch now includes trhe usual debug rendering for target location.
Merge: from fix_app_turretcontrol
- Bugfix for frozen turret view in Rust+ app
Tests: controlled turret in Rust+ app
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms
AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles
Tests: used Rust+ app to control the turret
removed old wrong sculpting tooltip
Grow buffer when hole counts reach limits
Fix editor only issue of depth prepass not running when returning from playmode
Merge from satellite_crash
Merge from satellite_crash
Reskinned the garage door
Fix following while grazing not working
Enforce an exposed time limit on milk (temp until it gets hooked into stats)
Animals now run away when hurt
Added a button the skeletonProperties inspector to set all bones to a given value
Set up cow skeletons for hitboxes, still not quite working
Fixed the eating animation not looping properly
Grazing now gets set to false 3s before we leave the state so the animation can fade out