254,914 Commits over 3,990 Days - 2.66cph!
Fix plant pots gibbing when harvesting plants.
bee grenade viewmodel
- setup final model from Alfie
- repostioned for best view
- added additive grip pose and fingers mask to remove clipping
Add m700 sight to its viewmodel
Water depth gauge art and prefabs for measuring the depth of my tears.
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake
- convars to clear and setup all TriggerBase excludelayers for profiling purposes
Movement roll is disabled if view bobbing setting is false
merge from client_copy_paste -> main
(update manifest)
merge from crafting_update
Server/Lobby Data, Hostname / ServerName Changes, etc (#1827)
Exposes:
* Networking.ServerName
* Networking.MapName
* Networking.SetData
* Networking.GetData
Fix naming of internal DedicatedServer method
merge from client_copy_paste -> main
merge from crafting_update
Support ViewModel aim_pitch_inertia and aim_yaw_inertia properties
Fix mistake in Networking.CreateLobby - return early again if IsActive
Rename to Networking.SetData/GetData. Make Networking.Metadata internal, it wasn't supposed to be exposed. Add some extra documentation to Networking.SetData.
Change terminology elsewhere to match
Add support for map name - but have the setter internal now, keep it set automatically - remove old HostInfo that previously handled it so we dont have two different systems for this kind of thing
Special formatting for horse gallop speed mod
Reduced plant pot water saturation from 9000 to 1000
Eeating wheat now gives wheat seeds instead of corn seeds.
Remove accidental blueprint component from pies
Update: consolidate various scatter code used in batched WaterLevel and GamePhysics checks
Will cover them with tests just to be extra safe.
Tests: ran WaterLevel and GamePhysics unit tests
env volumes tweak, darker
S2P
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
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Ziggurat_a monument prep
Terrain splats repaint to allow fade out
Created env volumes for interior
Basic lighting indoor
Cleared volumes and lights from greybox stage
Fix compile errors due to CLIENT and SERVER
Remove "Eat" UI option for pies
Fixed Chicken Material not being double sided and updates textures
Protect against feed error
Fixed NRE if win detection happens on an empty dedicated server
Fix poolable error on natural beehive
Horse modifiers UI
Refactored UIBuffsIcon into a base class we can inherit to show any type of modifiers
Updated the horse loot panel to use RustTexts
Fix message service not sending properly
Update services
Fixed achievement popup not playing
Listen for account changes and update, should fix having to restart to detect new orgs, or being deleted from org
Removed debug log when setting the duration of a Timer Switch
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills
Spawn tripmines on host
Trigger IPlayerEvent.OnSuicide in all cases
edited tiger ledge attack anim
Greatly extended natural beehive hitbox
TreeEntity addition now properly supports poolable entities
Add JsonPointer (RFC 6901) implementation and tests
Add RFC 6902 compliant JSON diffing / patch generation
Use JsonNode instad of JsonDocument in pointer
Add ApplyPatch functionality
Generate roundtrip tests
Add Test Generator for GameObject hierarchies
Remove Copy & Move operations
I can't make it work there are extremely rare edge cases for enormous diffs (thousands of objects and operations).
The code to support these edge cases was becoming more and more unhinged and illegible.
Can still tackle it later if we really need it.
Add tests for LCS
Work around .net runtime bug in Json.DeepEquals
dotnet/runtime/issues/112769
Clone/Move attempt 2
Move optimization still fails for very large diffs -> disable for now
Cleanup some debug code
Increased bee network tick. Will look at bringing this back down before release
Fixed bee swarm particle rendering ending up culled in players view
Api Update
Fix error getting reviews
Fixed up crossbow hand placement / world scale