253,877 Commits over 3,990 Days - 2.65cph!
show notice when getting a weapon pickup
prevent redundant weapon pickup notices, eg. showing both "Hand Grenade" & "grenade x 1"
change grenade/satchel StartingAmmo from 2 to 1
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
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Reserialized tech trees to fix "total cost" not working
refresh open inventory UI when getting new weapon
fix hud gameobject typo
prevent triggering long jump in air
Automatically break prefab instances if part of the instance is reparented to another game object.
A warning is emitted when this happens.
Toggled 'import animation' on RustPlayer.fbx
Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
Body fwd translation based on duck height
Extremely basic body root translation based off HMD
Initial commit, testing out body IK, auto-ducking, started setting up hands and hand animations
Tweaked static ballista deploy volumes and dismount pos
Hammer: Merged some under the hood changed from CS:GO
Also fixed ray-traced preview crashing
Menu: Do not include notifications library
Minor cleanups
Fixed weapon_shotgun only producing 1 bullet pellet when fired by NPCs
Color corrected all trumpet trees
Reexported trumpet trees with AO (AO got deleted by mistake)
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
Fade out Node Graph grid when zoomed out far enough. Resolves Facepunch/sbox-issues#7486
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Static ballista mount/dismount sounds
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removed walks (doubled up jogs) in player animator for more responsive movement
SubgraphNode now instantly hotloads inputs/outputs on recompile of the references subgraph. Resolves Facepunch/sbox-issues#7526
merge from main/horse2_fixes/handling
Increased minimum air time before ragdoll
Increased collision damage threshold to trigger ragdoll
Less gravity and higher minimum airtime before taking fall damage
Dragging an image into a ShaderGraph will automatically create a Texture2D node. Resolves Facepunch/sbox-issues#7547
Don't try to apply PositionOffset during PS phase in GraphCompiler
Fix search jumping back to previous text
Fix login button wrapping
Datagrid default column sort, aligning
Only include released packages in play fund
Add KqlUtility.BuildRequest( FormattableString )
Add services to list player sessions per package
Package summary for PlayFund
Fix edge case for nav agent ground trace
Properly simulate deceleration for nav agents
New logic also tries to decelerate them as fast as possible
Tweaked turn speed when holding ctrl
Tweaked head movements
Added a gametip mentioning the new horse controls (ctrl for sharper turns)
Also added to the loading screen tip pool
crocodile turns and sprint anims edited
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Standalone: better widgets for branding - can't figure out how to lay these out nicely right now though
https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_WR7bhtL8E4.png
Standalone: make it clearer when we've finished an export
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
reduced material usage
updated chicken coop mesh
Reduced the number of draw calls needed per environment volume from 3 to 2
Simplify file uploading to not use MultipartFormDataContent
Attempt to delete the map png file if loading failed - edge case
Use Timeout.InfiniteTimeSpan instead for clarity
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Maker timer run at TimeSpan.MaxValue interval