139,235 Commits over 4,474 Days - 1.30cph!
Remove `mat_software_aa*` convars, since they don't do anything
* Software AA system is locked to XBox 360 builds
Make bone manipulations not hijack Lua SetRenderBounds
* Bone manipulation still override regular render bounds, but now Lua Entity.SetRenderBounds will override that as well
merge from water_treatment_plant_maintainables
Water pipe dripping effect only happens when there is water in the catcher AND is not pushing water to anything
added 2 more spouts to each pipe, lowered rate of water production
More anchors on each of the rock_formation_medium_d variants (hills, rock formations and river rock formations), preserving their independent slope scale and offset/extents
jukebox
- updated prefab
- updated model
- added temp textures
- material updated
merge from main (gimme terrain_anchor_tooling)
Update(editor): SaveViewer - add a size check when loading a save
- also emit what was the last prefab loaded (if there was one) to help track down protobuf/save without save protocol update
Tests: used to load a borked save, didn't get stuck in an infinite loop
Bar Wallpaper and floorpaper - Updated icons, updated name and description for the wallpaper.
Improved powerline pole ladder collider; shrunk its height (4m from ~10m, 4m above ground), can only climb it from one side, required to jump to climb it, must face it forwards
https://files.facepunch.com/raul/1b2411b1/24_17-24-GoldenFreshwatereel.mp4
Undo the code changes from MonumentBlockers, we starting again
Lamb model, textures and materials added
Merge from PlayerMaintainedMonuments
- Modernise CliffSandbox UI to use RustButton, RustText, RustInput...
- Added teleport to marker button
- Added help text so more devs can use this tool in the future if needed
- Added hot reload of prefabs so you can change a cliff prefab's setup and remain in playmode to iterate much faster on problematic cliffs
merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
merge from jukebox_scroll
Merge from PlayerMaintainedMonuments
Added NotifyLOD to regular Boomboxes prefabs, to match LOD behaviours of others
polished up jukebox LEDScreenScroller script
added NotifyLODs to jukebox for both the main Boombox and LEDScreen components
UZI 9mm texture pass and LODs
Fixed T2 and T3 workbench corpses in softcore not having a loot container causing you to lose your workbench upgrades
Harvestable wreckage setup - remains too hot to harvest until crates also cool
Water Pipes audio changes and added stings
Pool Table - Cleanup files
last remaining removal of one material metadata that didnt commit before...
Pool Table - Clean-up of prototyping/duplicate/old files.
removed duplicate of Pooltable material
removed it's textures
removed ball prediction material and shader (not in use)
removed redundant textures
removed greybox meshes
renamed models materials and textures with proper standardised conventions
ensured proper metadata setup across models and textures
minor change in the poolballs albedo texture
removed references to outdated files from prefabs and replaced with proper ones
all tested and working as before but a lot cleaner files
Merge from PlayerMaintainedMonuments/powergrid
- Revert making ladders deployable on powerline poles, instead powerlines have invisible ladders on them. Revert a bunch of changes to accomodate for ladder deploying including the folly of making powerline poles entities
- Keep powerline pole entity asset in project for now to not potentially brick any current demo saves
- Powerline poles cannot be climbed inside monuments. Can't plug into them there anyway
- S2P powerplant, launchsite, outpost/compound
Actually save my changes properly before committing this time, also moved the trash can so its not clipping into the fence.
Set the satellite remains to use the mesh as a collider for now
Fixed the bench mounting on the wrong axis (again) ran s2p
merge from terrain_anchor_tooling
TerrainAnchorRingGenerator tool to set up better rock prefab terrain anchors
- generates a silhouette ring of arbitrary set of meshes in prefab and then projects points onto it to get anchor placement with configurable backoff and spacing
merge from mission_screen_flicker_fix
Fixed compass clipping through shield when bracing
Fix screen flickering when starting a conversation with an NPC, caused by delayed position updates after the player gets frozen in place locally
Merge from PlayerMaintainedMonuments
added more gibs to collapsed debris monument blocker
Switch cooldown to use game hours not real minutes. Switched it to a range (satellite.cooldown_hours_min to satellite.cooldown_hours_max) and set it to 12-16 hours.
Merge: from fix_app_turretcontrol
- No changes, just plastic history graph cleanup
Increase descent time from 5 minutes to 10 minutes.
Remove old placeholder gibs (heli stuff) code and prefabs.