155,957 Commits over 4,536 Days - 1.43cph!
merge from critter_animals
Attacking farm animals marks you as hostile to safezone
Fixed trough colliders, added container sounds to water storage
Reduced interaction to more accurately align with visual, fixed layer
Further mproved fence deployment and attraction
Halved the speed at which the fence gate opens and closes
Automatically upload item icons to CDN when exporting them for Rust+
Added automated test to check all items have a phrase and description
add a wrapper for all playable calls
- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit
- Back out of predicted grenades if it's obviously clipping through a surface
merge from critter_animals -> Livestock_animals
update livestock scene to remove duplicate critters
squirrels try not to go into riverside/oceanside
import new frog anims and integrate, breaks materials on model
Bunch of UI styling/improvements.
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks
Assign root bones on calf prefabs to fix stringpool warnings
Fix fence collider being stripped from the server, fix import settings, assign phys material
Add door controller sockets to fence gate, refine lock position
Set up vehicle phys boxes
Allow fencing to be demolished
When looking at a deployable that can be demolished with a hammer it now gets the blue highlighting, same as when its upgradable
Bugfix: HttpImage - create blurhash sprite when one is needed
Tests: navigated to store general page, saw the background change to blueish, dlc page is redish
merge from Frog_Branch -> critter_animals
Prevent key rebinding triggering if clicked with gamepad cursor
Bugfix: clamp color channels when creating a blurhash texture
Tests: navigated through store, no more color splodges
Update: ran StoreBundleTool to assign blur hashes
Tests: inspected store with httpimagedelay
- updated cattle bias maps and reset their settings, applied new maps to cattle materials.
- updated sheep model with better organised model
- fixed some AO issues in sheep textures
- added sheep fur normal and applied it to sheepfur materials
- added LOD material for black sheep fur and updated sheep prefab
Bugfix(editor): read textures as srgb data when able to
Tests: visualized produced blurhash
Added inheritSkinsFrom to ItemDefinition.
Code support for it.
Set all sandbag variants to inherit skins from the base sandbag item.
Update(editor): minor cleanup of CalculateBlurHash
All experiments to async load textures failed, so committing to this version
Tests: inspected a couple produced blur hashes
merge from sandbag_barricade_sockets
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
Fix some key latching issues when input gets cleared such as F1 console opening.
Merge from salvaged_cleaver_loud
Salvaged cleaver distance fix
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
M79 Grenade Launcher Blockout
fully integrate squirrel anims, fixed critter locomotion analyzer tool
merge from Livestock_animals/meat_visuals
Fixed apartment complex and floating cities not showing in the S2P batch window
S2P:
- ferry terminal
- outpost
- large oilrig
- gas station
- radtown
- supermarket
- water_well (all 5)
- apartment complex
- floating city (all 4)