160,184 Commits over 4,566 Days - 1.46cph!
merge from mirrored_stairs
merge from scrap_king_buildingskin_dlc
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Generated scrap king mirrored stairs
- fixed entity errors
- removed old linedk mesh in viewmodel prefab
- removed throw and other no used states from viewmodel aniimator
- renaming
- deleted unneeded v_shears prefab (just a model)
Merge: from websocket_merge_write
- Update: replace websocket-sharp with Fleck, should reduce websocket bandwith overhead
Tests: profiled server sending packets, saw no allocs
Update: update Fleck bins
- Release bins from commit 3b1b9e08
Tests: none
Updated all skinnable files with new default camera positions
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Fixed boat building block showing wrong toast when rotating them
Fix attach animations not playing in spectator mode
Clean: delete websocket-sharp.dll & license note from project
Tests: editor compiles
Fix crashes related to recent changes, including saves
Update: replace websocket-sharp with fleck in RustRelay
Tests: profiled in editor, no allocs during packet sending
Broken light casing (stage 1) for lighthouse blocker
Fix building split every time a block is flipped
exported updated 3p jog anims
Cleaner way for the client to grab lod ring on its side
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
blueprint book world model, lods. .worldmodel and .item setup
needs tweaking
scrap king;
- resolve collision import
- ColliderInfo added to overhangs
- Grade collider for frames set to metal col
merge from seagull_update -> bird_critters
merge from bird_flocks -> bird_critters
(combining both flocks and individual birds on this branch)
Workshop Camera Position - Simplified the previous script, now its only two vector3 fields that control the actual position and rotation of the camera independently from the asset. Zero equals previous default framing. Added a script to capture current camera position, making it easier to set the camera per skinnable
set to highest network range, so you can see them up in the sky far away
(culling still mitigates most of the client cost dw)
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
add populations
- set to approx 4 of each type (crows, seagulls) in a 3k map
- low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
switch flock interest from prefab+component to event+manager (with priority) system
Update: new fleck with client websocket support
- release bins from 7093f4c9
Tests: ran auto tests
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys
Its using the shelves pickup volume stuff
Scrap king building skin enabled in standalone
merge from livestock_petting
Remove the animal turning towards the player when petted, can get you stuck since they have colliders now
merge from first_join_default_skins_fix
Fixed the rock and torch you spawn with always being the default skin (instead of your selected one) the first time you joined a server in a wipe
Enabled fade to depth on the Ice AK particles
Workshop Camera Position - Replaced zoom and rotation offset values for new vector3 position and rotation values, allowing to focus the camera in the object without it always pointing at the playermodel's center. Fixed all dependencies that called the old values.
Merge from render_pipeline_testing
Added a fix for soft particles and billboard view model particles in RRP
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