202,013 Commits over 4,171 Days - 2.02cph!
2 handed melee set of anim, entity and hold type updates
hooked up wall cabinet to unlock via decor lighting pack
Fixed table lamp missing its source item
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
tugboat_shelf_fix -> main
Fix shelfs not working on tugboats
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
added new folder for dlc sitems so they dont get lost.
linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
Updated the Rust.RenderPipeline package to include lighting stencil value changes
Chandelier - updated icon
Fixed SteamInventoryGen breaking when an item is missing its description
Fixed sled_xmas skin missing its name and desc
merge from steaminventorygen_loc_fix
beanbag alternate material setup and made them skins of the chair
merge from deep_sea/collider_debug -> deep_sea
Add `print_colliders_per_prefab`
- will print out the breakdown of colliders for each type of entity
- can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
Tripod models and colliders set to Deployed layer
merge from naval_update/deep_sea/radiation
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
Wider rad volumes, removed a log
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough
Moved up the bottom collider to match the deep sea seabed height
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fix feet showing through mannequin, impact effects blood -> wood
Added rad volumes at the edges of the deep sea
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
Calculate a bunch of ray directions in the bow and stern of the boat
Gives us some directions for steering behaviour
merge from generate_shorevector_optim
Added mannequin poses, updated deployed
Fixed AddLanguageFile NRE during bootstrap
merge from bootstrap_translatenre_fix
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
Chandelier - Added LODs, gibs, updated textures
Fix not being able to stack C4s with different frequencies even after disabling RF
viewmodel chainsaw update anims and anim controller edits
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres
Added falloff per axis for boxes
Added debug.drawradiationzones (editor only)
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
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adjusted spotlight tripod col shapes
set the animation speed of pedals on the chandelier to be 2x faster
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optimized shore vector generation - 1s without burst, 500ms with
- added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it