156,567 Commits over 4,536 Days - 1.44cph!
handling deformation with building
- deployables have configurable tolerance of error between current deformation and original height
- foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
merge from sprint_shoot_anim_fix
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
merge from loadouts_pos_fix
Use MoveToContainer instead of giving the item and adjusting the position
Adjusted the default position value to be -1 when read from older loadout JSON files
Adding closed version of triangle ladder hatch rig
Sheep mount animation update and cow look animator updated to use all neck bones not one
Randomised room G progress (still WIP)
Squirrel animation updates and movement speed changes
Fix dark paintable window in RRP
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Fixed NMS HLOD not showing any structures, only rocks
This was due to the above ground structures getting culled via a culling volume
Added toggle for a CullingVolume to include it's contents in a HLOD
Likely broken since Deep Sea, but only visible now as it had recently been rebaked
This will cause a long reimport, sorry!
Merge from sandbag_gib_fix
Fix multi material gibbable not applying skinned materials correctly
Fixed all sandbag tiers not showing skins on gibs except for pillbox
Add a prevent building volume around the sandbag pillbox
New tool to find where a clip is referenced in an animator (Tools/Animation/Find Clip In Animator)
Added a livestock.allowMounting replicated convar to fully disable the system if it gets too spicy
Unlead and then lead automatically as the sheep mounts/dismounts
Hooked up animations
Use more bones for the sheep look at
- Ported over child controllers for a bunch of primarily one handed items
- Setup projectile animation sub system for weapons
- Grab animation reload length during bundling
Disable condition on a bunch of items that don't need it and can never lose it during gameplay
(Diving mask, crate & barrel costumes, prisoner hood, sunglasses, geiger counter, metal detector, rf pager, mobile phone)
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texture tweaks to the biofuel generator
Make livestock more deterministic at high timescales, to be able to run long running tests faster
Added biofuel generator gibs, and updated the item icon
updated deployed with gibbable and .item.
updated guide mesh to only reference lod1
Set up wool dropped world model and item icon
hooked up .item with new icon and .worldmodel
Add visual rope when leading livestock, same as horses, and fix leading interaction failing intermittently
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Bundle description shows its content
Gallery pulls the images from steam
Testbed icon upload tool
Fix sheep using old material system mixed with procedural material, fix some ragdolls don't having same material as live animal
merge from store_emptyinv_fix
Fixed store showing "Store content failed to load" when your Rust item inventoty is totally empty