195,784 Commits over 4,110 Days - 1.98cph!
Increased overall size of server description
Ensured server connector description space is large enough to scroll properly
Fixed dodgy background on server connector
Remove logs
Fix a bug preventing the rotation arrow from restarting
Makes surprising scientists less inconsistent
Tie the state of the refresh button to the current ogoing search
- If scientists hear footsteps approaching while reloading they'll hide somewhere else
- Fix scientist still being allowed to shoot when surprised
- Fix scientist being surprised too easily / often
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
Minor cleanups
Bump internal renderData buffer from 64k to 80k
Prevent TOGL crashes when encountering debugger break
Merge Pull Requests
* Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space
* Numpad library discards bindings to KEY_NONE
* Remove tostring call on the argument of player.GetBySteamID64
Temporarily disable look at proc anim
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling
- Fix aiming anim param being bool instead of weight
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
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hanging fish
baked down salmon, trout and catfish
reused pre-existing rope material
setup up 3 prefabs with collision
no lods yet.
Update: Hook in PacketProfiling for outgoing traffic
Only tracks Rust packets.
Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
apply biome fog to cloud layer
Merge from climate_volume_blending_fix
Compass animation update + adding camera movement
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
latest batch of textured props for trawler ship
Fixed owned items video fading issues when hovered
add biome fog ambient saturation mult to weather presets
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments
- Also reduced cool down frames to 5 from 10
That's all NREs for monuments done, hopefully none in standalone as well
Tests: played MonumentBenchmark in editor
Ensured Demo message types is up to date with our current network list
Thanks Daniel!
Better quit modal (dismisser and blurring)
Better base page transitions
Remove logs
Make dismisser prefab
updated collision and prefabs of arrowbucket c and small bullet container b
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now
Only 1 exception left
Tests: MonumentBenchmark scene in editor
Compass skinning update and reasign bones in .viewmodel
small bullet container B variant
updated orientations of matresses
added collision for each.
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon
Tests: ran the MonumentBenchmark in editor - less errors
Update: MonumentBenchmark - clean up any left-over prefabs
Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab.
Tests: played MonumentBenchmark in editor
Strip source generator depdencies from build
Update: speed up MonumentBenchmark
- 10 frames to cool down instead of 5s
- bench 60 frames instead of 120 per vantage stage
Cuts down from 35m to 4m50s.
Tests: played the MonumentBenchmark scene in editor
Update: MonumentBenchmark - bench all monuments instead of 3
Took 35minutes, need to reduce timers
Tests: autobench in editor
Refactored takeovers to be overridable by item grids
Takeovers custom inspector
lods for old single mattresses 1/2/3
updated prefabs (need to add collision)
updated materials.
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
merge from patrol_heli_rideheight_increase
merge from patrolheli_watercrash_fix
merge from jungle_building_floor_fix
merge from spoiled_produce_fixes
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merge from fridge_pickup_fix
merge from parallel_validatemove.
merge from horsepopulation_primitive_fix