249,470 Commits over 3,959 Days - 2.63cph!
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
Don't let an invalid property break a whole stylesheet
Show invalid properties in stylesheet inspector, make this all look and feel a bit more browser-y
Merge from world_update_2
Decor topology is now considered blocked for road and river generation
Place river source object right after river generation, so it can be avoided by road and rail generation
Fixed issues related to DecorSwim and WaterCheck
Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers
Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
VR: HapticEffect sends duration in milliseconds, as expected
VR: Hook WorldScale up directly to IPD
corrected skin constraint update maths
- added skin constraint gizmos
merged from fire_extinguisher
Selection history editor window now saves its history between sessions
Imported Standing Coat Hanger Textures and Models
Added and Setup Standing Coat Hanger Prop Prefab
Setup Standing Coat Hanger Material, Colliders and LODs
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
Too many errors from this
merge from armored_window_collider_fix
fire_cabinet deployed gibs test - not to be merged
Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order
player update. made unique compound bow deploy and fire anims to match viewmodel