126,937 Commits over 4,201 Days - 1.26cph!
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs
Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
Improved UI for bulk import and download buttons
Rename error Invalid_NoSails to Invalid_NoPropulsion
Fix for "Cannon deployment guide incorrect"
tropical shore fade range
added unskinned windmill for test for ian
- Correct reload time estimations (across the net)
- Better client predicting aim lerps
- Fix powerbar sticking
disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
Update(editor): StoreBundleTool - add support for array traversal
Tests: ran the tool, it found all annotated fields
Update(editor): StoreBundleTool - properly implement reflection shortcutting
Tests: stepped through how it's accumulated. will test more later
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
Set all tooltip texts to dynamic
Fixed settings and server browser scaled texts not marked as dynamic
disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
Double all block health contributions
Remove inventory eat button and hotbar select from example item (apple) and template
Small engines can only be placed on hull blocks.
Added support for RequireHull to SocketMod_BoatBuildingBlock.
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib
- starting with assembly scanning
Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle
Tests: ran it, doesn't find all fields yet
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
dummy logic for fuel consumption in force application
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
increased engine thrust, as strong as 2.5 sails
Added Is Scale Static field to RustIcon editor
disabling shadow casting on prefabs
handle steering adjustment with COM centerline properly
RPG7 - copied files to independent rpg branch
added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
Simple reloading (just ignores the reload bar for now)
Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
improving culling selection on farm barge for reduced popping
initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
improving culling selection on medical barge for reduced popping
Restore broken Desert_Dwelling_double_A.prefab corrupted in
122570 on scientist_iteration branch.
Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
improving culling selection on supplies and prison barge for reduced popping
Engine basic functionality but no forces applied yet.
Fixed entrance portal buoys spawning out of valid bounds
model refresh for the medical syringe
textures and material
(new folder - kept old so can be replaced)
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly