108,366 Commits over 3,867 Days - 1.17cph!
Merge from world_update_2
Reworked wallpaper sockets, they now use Socket_Specific instead of ConstructionSocket
Added SocketMod_Inside, requiring the construction to be placed inside a base (applied to the hard-side wallpaper)
high caliber revolver sounds
merge from world_update_2
further progress on river to ocean blending
Wallpaper deployable on building block hard-side, only when inside the base
Any hard-side wallpaper exposed to the outside world is removed
Very wip
better default locker specular
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform
Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
Added Z rotation to PlaceCliffsUniform
Prevent wolves from being scared by noises too easily, make wolves favour circling more
Unique rock formation progress
Recreated the god rock and anvil rock
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Merge: from fix_hitinfo_pooling
Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
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Initial support for Azure client secret authentication
- Added convars analytics.azure_tenant_id, azure_client_id, and azure_client_secret, and analytics_bulk_container_url
- analytics_bulk_upload_url remains as the first try when set with a SAS url
- analytics_bulk_container_url contains only the storage container with no SAS url, and is used with the client credentials
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Bugfix: show valid last attacker when suiciding
We used to cache pooled HitInfo which could cause it to be randomly modified by other hit processing. Now we cache a value struct isntead of hitinfo.
Tests: solo session, get attacked by an animal, then run injure -> kill. Used to see self as killer, now see animal
- Metal Shield Viewmodel submission
- Material and Textures Setup
Bugfix: Fix server-side leak of HitInfo for player melee attacks
Still on the lookout for the sourc of bad death screen info
Test: local session, couple hits by p2 and the pool numbers for HitInfo stayed stable
Cleaned up the Localization tools MenuItems name and priorities
Add anim to wolf jump
Tweak fsm api to prevent bugs we could catch in a static way
Make it possible to stack the disabled state on a navmesh agent
Switched the old torch flame texture compression to DXT5|BC3 to fix the compression visual noise.
Scene for testing cliffs behaviour with PlaceDecorUniform
Fixed showtoast commands arguments limit checks
Added descriptions showing the expected arguments
Brightened up coastal rocks
Moved coastal rock prefabs to a new folder
Merge: from main
Tests: none, trivial changes
merge from geiger_counter_leak
Merge: from geiger_counter_leak
Brings across the pool.print_memory filter feature.
Tests: none, trivial change
Removed unused "Two" key on RustOption.Normal prefab
Added a barebones tool that lets you find all the places a specific Phrase is used
Merge: from main
Tests: built all modes in editor
Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
Polish wolf attack on foundation behaviour: raise jump apex, prevent target switch, U turn instead of barking when landing away, cancel if player gets down
Fix canReach being inaccurate
Fix potential bug when noise transition evaluates to true, but it's inverted or composed with other transitions
Improve navigation vislogs