111,518 Commits over 3,928 Days - 1.18cph!
- Move bolt joints forward
- Setup more masks on idle animations
- Added view model renderers to the new skinned arrows
- FIxed NRE
removed linked arrow meshes from minicrossbow viewmodel prefab
Lot of improvements on horse head motion
removed wip files, added game meshes, correct textures
Updated presets UI and defaults to match reworked names
Fixed static workbenches not having primitive version of tech tree attached to them
Update: DemoServer - hook up metabolism and make every player invincible
I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them.
Tests: Played the demo till the end - no more logs on main player drowning
Move a bunch of settings to graphics convar space to help with compat.
Updated related code and presets to match.
exported mini crossbow rig with the arrow meshes skinned and anims updated
- Hopper gibs
- Barrel socket adjustment
- LOD distances
merge from qol_horse_comfort_increase -> main
Enable horse comfort only on campfire prefabs
- campfire
- skull firepit
- cursed cauldron
▆▍▆█▄ ▉▌█▆ ▇▆▉▍ ▆▅▊▆▉ ▌'▇ ▋▅▌▄.
Fireball for cherrypicking
- Fixed 4th reload animation not working (implemented Jarryd's fix)
- Removed loop time on the all strings drawn strings drawn layered
- Virtual method for reload fraction duration
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix T2 and T3 tech tree not marked as available in primitive
Restrict spring since it's only used for restricted weapons
- remove spring from pressure plate in primitive to make it craftable with spring removal
Update: DemoServer handles a number of RPC messages
- Only propertly implementing model flags for now
- Adding a bunch of RPCs to ignore to avoid heavy spam during playback
- Also renaming player game objects during playback to make it easier to track and inspect their state
This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them.
Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
Removed extra renderer component
Setup LOD Renderers on Worldmodel
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
Prevent scientists from sneaking if they need to get into cover asap
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
Fix metal detector not applying item era restrictions
Restrict access to rifle ammo since no weapons that use rifle ammo are available
Fix advent calendar able to bypass primitive era item restrictions
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in
- replace with the normal convar `npc_junkpilespawn_chance`
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
Rebuild options UI after merge
base shield gameplay pass
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade.
- Removed rope requirement from barbed barricade
clean up /asset folder, deleting duplicate icons and radiator prefab
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.