202,030 Commits over 4,171 Days - 2.02cph!
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
Add classic boat wandering state
- Debug convar for nav trace
- tweak navgen params
- fix nav trace hit y being incorrect
- allow recast.draw to function as a toggle when used without params
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
naval_update -> scientist_boat_ai
workshop_loading_screen_fix -> main
Fixed bug allowing the info header to still stick around
Fix loading into workshop scene showing incorrect server information
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
table lamp world model
fluorescent light world model, set up lod distances, fixed emissive being on by default
Bigger waves at the edge of the deep sea when starting taking rads
viewmodel chainsaw update anims and anim controller edits
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