108,306 Commits over 3,867 Days - 1.17cph!
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
Fixed floating IO wires in Radtown
Fixed floating stack of license plates in Radtown
S2P
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used
Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants
Removed a useless GetComponent in FixedUpdate
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Fix wolves not properly following players carrying fire
Allow removing keys from bb component
Fix wolves stopping right in front of players without attacking sometimes
radioactive_water -> world_update_2
Attempt to fix an incorrect GUID error
Ensured belt and main inventory on the player do the correct checks.
A container filled or refilled in inventory should now correctly notify the rad check system.
Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing)
You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging
Fix wolves charging despite fire in some circumstances
Fix wolves not playing growl anim anymore when startled by fire (regression)
Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks)
Fix wolves often charging instead of circling
Fix wolves barking mid fight when very close
Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
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Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
Merge: from main
Tests: built all modes in editor
Update: Disable ItemPooling on Client and make server on by default
- Controlling variable is no longer replicated to client.
Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility).
Tests: Did all tests with both enabled and disabled server-side Item pooling
- Built all modes in editor.
- Tried reproducing 2 original bugs - didn't work.
- Loaded up a save that used to lead to a bug - didn't happen.
- Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters.
- Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended).
- Validated that it's possible to launch with command line disabling item pooling.
- Validated that it's possible to override item pooling with executable args
Update: added ItemManager logging of Item's lifecycle
- level 1 reports creation, loading and removal
- level 2 reports scheduling for removal
Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
Subtracting S2P launch site (world_update_2 conflict)
Tightened anchors for cliff_hills_large_c and large_f
merge from world_update_2
Addd AO maps for all medium and large rock formations
Unfiied the look of all rock textures
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Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
Bugfix: Rcon no longer waits for first command to start broadcasting log messages
Tests: Connected to server via test RCon page - started seeing output immediately
New: RustLog utility - consistently formatted logs with conditional output
- Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog
- Added Item category
We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche.
Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
Update: regenerated ItemManager.EnablePooling command
Forgot to do it in previous submit
Tests: none, trivial change
Merge from world_update_2
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
Convert existing darts to use dartmod
Update: ItemRemove now schedules self recycling on Client
- subject if ItemManager.EnablePooling is set or not
This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that.
Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs