141,206 Commits over 4,505 Days - 1.31cph!
Fix prevent building volumes being baked into the navmesh instead of ignored
Medkit now gives -20 radiation, same as two individual syringes
Boat Planner tech tree cost down from 120 to 30
Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
merge from vehicle_pooling
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Merge from render_pipeline_testing
animation imports + keyframe curve editor
Deleted old prefab location
Ladder collision and LOD setup
Merge from hackweek_random_skin_crafting
Bugfix(editor): fix store prop drawer failing to draw
- added a fallback path for original image property
Cuased by missing path proxy field that I ripped out during merge
Tests: inspected JungleShowcase ui prefab
Adjusted frame for triangle top tier hatch
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Buildfix: fix merge issues
Tests: editor opens
Merge: from hackweek_unsafescriptingaccess
- Bugfix for exception on boot for missing DLL entrypoint
Tests: booted into craggy on windows
Bugfix: grab latest binaries for Rust.Native
One of them was stale, breaking the feature
Tests: booted into craggy on windows - no more exception
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Added changes that should have been checked out with the last commit
Added support for Deferred+ lighting
SAM site vs drone buffs wip:
Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
merge from swamp_tree_buff
Increase all swamp tree wood harvest from 300 to 1000
Random includes the default skin now too
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback
Removed the burnout/launch attempt, wasn't working right
Fixed engine revs to use front wheel speed instead of rear (AWD so no difference)
Rear wheels now visually lock during a handbrake instead spinning
merge from main, fix proto conflict
Market terminal now needs charge from the powerplant to function
Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant
Each transaction costs 10 charge
Marketplace terminal UI shows current charge
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Merge from render_pipeline_testing
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Added functionality for a TC to modify upkeep rate based on how many players are authed
Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group
Setup with some very placeholder values for now for testing
Tier 0 - first 4 players add 0% to upkeep
Tier 1 - next 6 players add 2% upkeep each
Tier 2 - any further players add 4% upkeep each
This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep
When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep
Very, very WIP, for internal evaluation for now
thumb_up
50
thumb_down
23
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Merge from new_navmesh_fixes
Merge from cactus_impact_effects
Merge from FoundationMeleeLOS_fix
Merge from high_external_wallgate_COL