193,765 Commits over 4,079 Days - 1.98cph!
Send an update if any genetics change during crossbreeding.
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
Rough first pass on generic.genes gene type crossbreeding weights
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
[Server] Changed region filter from "NA" to "US" to reflect Rustworks setup - [Server] Changed region filter from "NA" to "US" to match the Rustworks response
[D11] + Cover_e and Cover_d adjusted LOD distance
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[D11] Optimised smoke grenade particles.
[D11] + Portacabins LOD distance tweaks
[D11] Altered the size of the Prevent_building blockers in both harbors
Crossbreeding only happens within a planter.
Fixed init, added some packages.
Make Entity.SetLayerPlaybackRate and Entity.Set/GetLayerWeight shared (currently only intended to be used on players as a trial)
Added Entity.GetLayerPlaybackRate (shared)
textures tweaks/add/remove - further cleanup on the way this week
cave_large_hard scene terrain rework
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
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[D11] Fixed mesh normal issue on file cabinet objects
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BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
TerrainMap -> NativeArray conversion start.
[D11] Lighthouse z fight fix
[D11] Fix for G2 Bradley's treads and error messages
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[D11] Lighthouse z fighting fix
[D11] Rocket factory exterior LOD3 vert colour fixed
[D11][UI] Fixed issues with kick messages
[D11] Flickering launch site elevator fix
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[D11] Terrain Texture Size Decrease
[D11] Optimised signal grenade particles.
hdrp ds using wrong appid
Water quality returns 0 not -1 when underwater.
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.
[D11] Vent LOD distance tweak
[D11] Fix for floating asset Launch Site
[#3295] Prevented shadow strength warnings about range being outside 0 to 1 from spamming the console.
[D11] Changed generated kick message for rpc errors to a translate key, translate idle kick message
Controls changed in layout A:
voice chat toggle/ push to talk - press/hold the view button (BUTTON.BACKBUTTON in code)
crouch is now on B (BUTTON.CANCEL in code)
quick chat - press the R3 (rightStickButtonPressed in code)
While building in layout A:
Controlling structure height: Y + D-pad Up/ Down -> Right/Left shoulder
Menu changes - loc strings reassigned:
Standard A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Building A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Face Top: d11_foundation_height -> d11_secondary_interact, disabled
L1: d11_previous_structure -> d11_raisefoundation (new string)
R1: d11_next_structure -> d11_lowerfoundation (new string)
D-Pad Up: d11_inventory_raisefoundation -> d11_inventory
D-Pad Down: d11_crafting_lowerfoundation -> d11_crafting
The old buttons in the UI.BuildingContextMenu are disabled and marked as unused.
Merge from effect_benchmark
#if CLIENT, more effects per run
merged & fixed water consumption changes