128,975 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Start to fix turrets placed outside of a base turning off turrets inside a base
- cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference
- rewrite the interference system, getting rid of all the queues
- system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference
- when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself
- when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on
Now the complex part: which overloaded turret should be turned on first
- tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on
- instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
 
                
                
                
                
                
                    
    
        
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                ▄▆▉▋▉▊█▅ ▄▇▆▄▇▉ - ▋ █▇▆ ▊▌▊▉▉ :▋▆▍█:
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Nature dressing.
Tree tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from drone_storage_slot
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge dynamic_environment_volumes to naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix spatially aware environment volumes, don't serialize fields that were previously properties.
 
                
                
                
                
                
             
         
        
            
            
            
                
                corrected inherited velocity used to throw projectiles, may want to dampen this still
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow full stop in seek state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from climate -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix HUD Vitals sorting layer overriding prefab value
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use 2D Distance instead
Compile fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add animation curve to control how fast the bad weather lerps when the end wipe event starts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactoring gun displays to use nested prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
 
                
                
                
                
                
             
         
        
            
            
            
                
                properly centered drone action prompt label on computerscreen ui
 
                
                
                
                
                
             
         
        
            
            
            
                
                If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
 
                
                
                
                
                
             
         
        
            
            
            
                
                tropical palm server files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixes to get choice of mission rewards working properly
If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-apply part of merge manually
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Setting up server palm trees entities.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea -> deep_sea/climate
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from demoshot_ui_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed demo shot list UI text issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert accidentally touched file
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string
A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters
- Set default values to be as close to the looks of the previous crosshair as possible
- Cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Harbor 1 and 2 loot location shuffle 
Tier 0 and 1 now have slightly differnt spawns
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clearer target logic 
Auto pursue system
Debug visuals and extra states so i can adjust movement target in real time for testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deep sea wipe end phase: slowly ramp up radiation in the final phase
Exposed a 0-1 factor we can use for weather
Content entities spawned in the deep sea get the global deep sea network group assigned