244,481 Commits over 3,898 Days - 2.61cph!
Fix pooledlist test not being setup and torn down properly
Fix NREs when killing enemies without the Vampire Charm 😅
Display HP value inside of healthbar as Text
https://files.facepunch.com/CarsonKompon/2024/August/23_12-27-PrimeAsiandamselfly.png
Added 7 new Items with different effects/rarities
Added Vampire Charm item which has custom behaviour on top of given effects
Clean up some mess that is no longer required
Moved Player Stats to very Bottom-Left
Interactable UI now contextually styles subtext
Added DamageMultiplier ItemEffect
Added Forceful Damage Item
Display Item Rarity on Interactable UI
https://files.facepunch.com/CarsonKompon/2024/August/23_12-13-RoughDuckling.png
didn't save the wallpaper protection values
debris_a_pile + mat updates
Add new leaderboard api
Global + Player stats have more data, which mean you don't really need to define stats in the backend to be useful
Stats unittests
Edit PlayerStatEntry styling
Fixed doors closing before actually entering room when entering from above
Created a few Hallway rooms
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible
Since more IPooled usage has been added, these were left untouched by accident.
Tests: none, trivial changes
Merge: from main
Tests: checked all modes build
VR: Fix skyboxes by using the override frustum given if rendering in stereo, and then apply skybox-related modifications on top
(e.g. skybox scale, skybox world origin, etc).
We also push a middle eye origin + angles through to CCameraRenderer now.
Updated Sprite Tools
Added PlayerItemList to the HUD, shows all items you have so far.
Fix offset defaulting to 10
Fix enum parsing
merge from FrontierHazmat/BurstCloth
Update .sbproj
Added SpriteResource.GetAllTexturePaths()
3D Line-Line distance and closest point(s) utils
Fixed satchels not damaging wallpaper
Slightly decreased bullet protection
Select/expand to selected panel when using eye dropper in UI Panels tool
Add PlayerStatsRule which gives a more general overview, kills, deaths, and headshot kills
WeaponStats will additionally record headshots per weapon too
updated viewmodel anims, updated base rig with skinned cylinder
Fix Minimap not displaying anymore
Added basic Player Stats to HUD. Displaying any stat changes on item pickup next to them.
https://files.facepunch.com/CarsonKompon/2024/August/23_10-12-ShorttermYeti.png
Start collecting kills stats per weapon
Renamed wallpaper item pack skin
Updated skin list
Water surface (not post-process!) - Work in Progress
Water surface (not post-process!) - Work in Progress
Added Functionality to ItemInventory component. Items can be given to/from the inventory and will apply their respective effects
Can now press E to interact with Interactables. Interacting with an Item will pick it up and apply all it's effects.
Damage, IncomingDamage, Range, BulletSpeed, and BulletSize effects now all have proper functionality
Update: Network.Message implements IPooled
Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now.
Also marked a static as readonly, since we never modify it.
Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
Adjust Damage/Health Numbers
Don't create Doors at un-occupied Exits
Update .sbproj
Added ItemEffects which can be added to ItemResources to have them easily apply various effects
Further tightening of divesite terrain anchors
Merge from world_update_2
ProceduralMapEmpty up to date
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
Removed bluish tint from cliffs
Tweaked hill cliff slope masks / removed cavity masking
Update: WaterDynamics.InstanceBatch implements IPooled
Also removed a bit of dead code and unused functions.
Tests: checked that rowboat still produces foam
Minor fixes to viewmodel mesh
Viewmodel gloves hide hands
Reverted spray can hitscan changes
102638
This was causing issues and will need a more robust fix
Increased divesite anchor count. Anchor radius and height
Reduced tiling of heavily patterned wallpapers to improve icon readability
world_update_2 -> legacy_woodpile_improvements
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
New leaderboard api, allow year/month/week/date boards, allow always showing specific steamids
Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode