160,198 Commits over 4,566 Days - 1.46cph!
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Shears balance
- 25% more wool than a knife (12-13 per sheep instead of 10, before Yield gene) via new ItemModShearTool on the shears item
- 200% durability of the knife
- 50% damage of the knife - accidental hits or using on a lamb hurts the animal less
- other blades shear exactly as before
- added Shears_TakeMoreWoolThanAKnife test
Fix adding a state jumping to a random level in the FSM.
Add support for success/fail transitions rather than just ignoring them.
Merge from grenade_drop_animations
Setup nicer drop predictions for all grenade types
Fix crashes related to recent changes, including saves
Minor cleanup
Allow m_hGoalEnt in SetSaveValue
Try to account for info_ladder_dismount inside ground
Fixed VPC spitting debug files into release config on Linux
Allow m_hPhysicsEnt in SetSaveValue
* hEnemy is replaced by NPC:SetEnemy
Fixed RRP particle lighting and shadow flicker
Added shadow strength to 3P shader
merge demo_export_fix to main
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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