113,791 Commits over 3,959 Days - 1.20cph!
Some basic handling for full containers, this will need more work
Hopper now harvests everything from corpses
WIll take all items from a ResourceDispenser (animals and players)
Will take all items from any inventories (players)
Abstract hopper behaviour into new IHopperTarget interface
Implement in BaseCorpse
Misc prefab setup, guide meshes, icon
Fixed door controller side inputs adding active usage to batteries
When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input
Fixed the exact same bug with industrial conveyors
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Reserialized tech trees to fix "total cost" not working
Toggled 'import animation' on RustPlayer.fbx
Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
Tweaked static ballista deploy volumes and dismount pos
Color corrected all trumpet trees
Reexported trumpet trees with AO (AO got deleted by mistake)
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
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Static ballista mount/dismount sounds
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removed walks (doubled up jogs) in player animator for more responsive movement
merge from main/horse2_fixes/handling
Increased minimum air time before ragdoll
Increased collision damage threshold to trigger ragdoll
Less gravity and higher minimum airtime before taking fall damage
Tweaked turn speed when holding ctrl
Tweaked head movements
Added a gametip mentioning the new horse controls (ctrl for sharper turns)
Also added to the loading screen tip pool
crocodile turns and sprint anims edited
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
reduced material usage
updated chicken coop mesh
Reduced the number of draw calls needed per environment volume from 3 to 2
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Manifest update for new items.
Egg icon.
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Setup 8 pie types: Items, recipes, pie VM settings.
Added them to recipe list.
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
merge from main/horse2_fixes
edited tiger run 180 left and right anims and updated prowl fire anim
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
Linked chicken pie output item to chicken pie recipe.
Added Brea recipe/item.
Moved the deferred indirect lighting pass into its own class
merge from main/horse2_fixes
Bugfix: read back from the right array of heights after sampling ocean
- Reported by new unit tests
Tests: ran water-related unit tests - now they pass
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix