126,819 Commits over 4,171 Days - 1.27cph!
Implement code review feedback
Cherrypick hackweek custom_vitals branch
merge from fix_max_hp_tea -> main
Fix client showing 100 HP when using max hp tea
merge from analytics_puzzle_reset -> main
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
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merge ghostship_npcs to naval_update
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret
Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret
Setup interfaces to facilitate the generic seat
Add Check.IsValidWeapon to check if an Item is a valid weapon
Setup enemy spawners for all ghost ship variants
Use list of spawn groups as the "name" of the puzzle being reset
- cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur
- don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
Merging /main to /main/fpbuild
Added new livestock mesh and textures. created new material for newest livestock.
some detection and pushing to stop crewed playerboats from beaching themselves too badly
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
Mounted weapon seat and mounted weapon owner system
String liights / added fill lights and tweaked string_light_300_a
more minor worskhop fixes
- fixed nighttime causing rain??
- fixed color sliders inconsitent behaviour
- fixed hige player button resetting player seed
Setup navigation for all ghostship variants
Moved static driftwood out of autospawn folder to fix log spam
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merge from analytics_puzzle_reset -> main
Update: testing code to try to trigger NREs. so far unsuccessful
Need to switch away from the task for a bit, will get back to it later today
Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
exported/setup small engine anims with updated rig
merge from garagedoor_optims
Match LOD settings with skinned mesh
smoothing groups from uv islands on garage door blocks unskinned
Changing Jenkinsfile step flow to match original Rust Pipelines
Closed and open garage door meshes impl
prison barge, environment volumes polish
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food barge, environment volumes polish
Merge from vram_monitoring
Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
Very initial setup for small engine deployable
RPG HV Ammo - Reduced max texture size to 1k
Revert change to EditorSettings
Adding extra joints to small engine rig
merge from deployable_cannon
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string lights red and green materials
bunch of lighting on barges and docks