114,293 Commits over 3,959 Days - 1.20cph!
merge from store_medieval_pack
Deployed explosive lit state.
Deployed canister explosion WIP.
Uses own prefab instead of sharing with catapult ammo.
Triangle grill attract point
Flame explosion for deployed cata ammo.
Reimplement the ability to adjust spine look offset per weapon (See HoldInfo > Use Custom Spine Offset on weapon prefabs)
Applied matching spine look to semi auto rifle
Enable stackable ownership on rockets since they are a low stack size item (max 3 owners) and an item you likely want to know who made it
Change GameUI.Inventory prefab with support for stackable ownership
Significantly refactor so the code can support ownership on stackable items, however only enable only on single stack items by default
- can be applied to individual stackable items through `ItemDefinition.supportsStackableOwnership`
- transfers ownership between item stacks when merging stacks instead of averaging it
- ownership is stored in whole number shares based on the amount of the item rather than percentage per stack
- ownership will try to merge with existing ownership names + reasons before creating new ones
- ownership panels above item description can show multiple panels if there are multiple owners
Merge from main (discard branch changes on hoodie.prefab)
Outbreak scientist random parts first pass
FIxed death screen displays for deployed siege ammo
Merge from mfm1, big merge, including Unity version update.
Fix exception when opening the demos UI and the demos folder is missing
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Manifest build to bring snakes back
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
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merge from main -> item_ownership
Initial outbreak scientist setup
Added sprayer entity
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Monitor Rust project plastic config file for changes, extract and insert the current branch name into Unity window title to make it easier to see which branch each copy of Unity is currently on.
Shows in the taskbar previews.
Added option to toggle it in the Rust Editor window, defaults off.
- Profile socket mod inside, i'm going to be using it a lot
- Natural beehive file cleanup
merge from primitive -> aux2
merge from primitive/fix_loot_table_nre -> primitive
Fix NRE when enforcing eras for loot tables
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Remove debug spam of server tags in F1 menu
merge from main -> primitive
Generate manifest to prevent build server from failing when generating manifest remotely
Link asbestos armor insert world model
asbestos armour plate
world model LODs, materials and textures
setup .worldmodel
Deployed explosives explode when the ground they're deployed on is destroyed
Update: Putting in a skeleton of logic for Parallel update
- Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players
- Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off
New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle.
Tests: compiled in editor in SERVER-CLIENT mode