117,513 Commits over 3,987 Days - 1.23cph!
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)
jungle ruins overgrowth pass with strangler figs
merge from crafting_update
Added comfort modifier, gives some level of comfort away from fire
Applied to the chocolate bar
merge from terrain_ignore_grid
- Bee grenade spawns bees with a slight offet upwards (to avoid some minor clipping issues killing los checks)
- Bunch more code cleanup
- Fixed some bugs with convars
Update: Name a couple magic constants
Tests: none, trivial change
Clean: rogue newline
Tests: trivial change
Update: TerrainCollision.GetIgnore(Span...) now uses the ignore grid broadphase
Tests: ran new unit tests that go through this path
Update: new unit tests for GamePhysics.HandleIgnoreCollisions
- Also removed an unnecessary branch
Tests: ran the new unit tests
just split the coarse query grid to have a Check and CheckJob function to call from burst and managed contexts respectively
(not as cool as the previous solution, but doesn't rely on compiler shenanigans)
Refactor protection getting
Fix player preview hover display stats
merge from garage_door_fixes_2
fixed parenting issue with door controllers on ClosedCollider io parent
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
Added Bee Grenade Final Viewmodel
Added Bee Grenade Textures and Setup Materials
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copyto now recreates armor slots and transfers inserts.
fixed double pillow effect on ruins wood beams by lowering normal intensity
Recreate armor slots and move items over when reskinning an item with armor slots.
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