117,490 Commits over 3,987 Days - 1.23cph!
Windmills now calculate their relative height once when deployed
Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer
Fixes windmills placed on cliffs having incorrect height values
default config updates, slight clean up
Resetstate now clears all player modifiers
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Fix plant pots gibbing when harvesting plants.
bee grenade viewmodel
- setup final model from Alfie
- repostioned for best view
- added additive grip pose and fingers mask to remove clipping
Water depth gauge art and prefabs for measuring the depth of my tears.
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake
- convars to clear and setup all TriggerBase excludelayers for profiling purposes
merge from client_copy_paste -> main
(update manifest)
merge from crafting_update
merge from client_copy_paste -> main
merge from crafting_update
Special formatting for horse gallop speed mod
Reduced plant pot water saturation from 9000 to 1000
Eeating wheat now gives wheat seeds instead of corn seeds.
Remove accidental blueprint component from pies
Update: consolidate various scatter code used in batched WaterLevel and GamePhysics checks
Will cover them with tests just to be extra safe.
Tests: ran WaterLevel and GamePhysics unit tests
env volumes tweak, darker
S2P
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
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Ziggurat_a monument prep
Terrain splats repaint to allow fade out
Created env volumes for interior
Basic lighting indoor
Cleared volumes and lights from greybox stage
Fix compile errors due to CLIENT and SERVER
Remove "Eat" UI option for pies
Fixed Chicken Material not being double sided and updates textures
Fix poolable error on natural beehive
Horse modifiers UI
Refactored UIBuffsIcon into a base class we can inherit to show any type of modifiers
Updated the horse loot panel to use RustTexts
Removed debug log when setting the duration of a Timer Switch
edited tiger ledge attack anim
Greatly extended natural beehive hitbox
TreeEntity addition now properly supports poolable entities
Increased bee network tick. Will look at bringing this back down before release
Fixed bee swarm particle rendering ending up culled in players view
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
Update to zigg stair bamboo, made it single instead of double width and optimised geo count (still WIP)