244,057 Commits over 3,898 Days - 2.61cph!
Merge from map_slope_shading
merge from fix_god_fallbleed
merge from fix_locker_durability
merge from fix_chinookcrate_buildradius
More work on jungle ziggurat scene.
Leaderboard backup, run #
13972
Increase bounds padding on elevator lift
Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
Merge from world_update_2
Halve the HLOD distance of both harbors
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Added mission points to divesite D, E, F so diving missions work
Allow blueprints to be learned directly from backpack
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
Dirty TilesetComponent on Layer SetTile. Set defaults for some params
fix UsePixelScale being half size 😳
Human: more skinning adjustments, implemented elbow/knee helpers
Merge from fog_motion_fix
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby
Reduced the frequency from twice a second to once every 1s-1.5s
tissue box assets and setup
Leaderboard backup, run #
13959
3rd person movement stuff
Movie overlay test (make sure scss works in libraries)
Fix moviemaker to use the paths
Tweak SerializedObject system so NoteChanged only gets called for the property that changed, and it cascades down - instead of every object on the way down
ISceneEdited get a consistent "path" to the changed property
When changing position/rotation/scale of bone, automatically become procedural
Undo deserialization updates objects rather than delete and replace
Old OnEditLog undo tries to use new go/component localized system where possible
Allow wolves to perceive other NPCs through occluders, but not players
Have wolves prioritize players that attack them over animals they are hunting
Fix out of range exception
Fix bug where wolves were faster than light
Reduce the speed at which wolves eat a corpse
Support facing camera or normal in line shader
Add face mode camera or normal in scene line object
Add Vector3.Slerp/SlerpTo
Add face mode to line renderer so it can face normals defined by point rotations https://files.facepunch.com/layla/1b1511b1/sbox-dev_2MiwGSz4bX.mp4
Add more ai debug toggles to rust editor
Optimize wolf path following, 60% speed boost
Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready
Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
Leaderboard backup, run #
13948
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
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Use safe scale in Transform.ToLocal and Transform.PointToLocal so that it cannot produce NaN or infinity values. This fixes a bug where a child of a parent with a scale of 0,0,0 cannot set position programatically without the position being infinity. It should also fix any other issues with NaN values where ToLocal is concerned (such as GameTransform) in cases where any component of scale was 0.
Revert "GameTask.DElay handles Time.Now resetting to 0"
This reverts commit 7da7fedc23b6b20265341777b382ae0eb1627fc1.
Fixed bug where admins in god mode take 1 bleed damage on fall
Override custom projection matrix with VR projection matrix
Add VR to config
Decibels are obsolete, hide them everywhere
GameTask.DElay handles Time.Now resetting to 0
Cleanup Api
Flush stats/events/etc on shutdown
Tweak materialized_view times
Leaderboard backup, run #
13924
Fix access control error for custom GameResources
Remove log