242,727 Commits over 3,867 Days - 2.62cph!
Fleshed out world damage
Now uses passed in Damage value
Has falloff up to Radius
Got rid of multiple CarveModification hack
A bit slow with large radius ATM
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_7gsWLQoZrz.png
Check for and take the correct amount of blocks when BrushSize is greater than 1
Patrol heli fixes -> Main
Stop an orbit strafe if the target is null
Should fix a rare NRE on orbit strafe enter
Fix typo
Added ProgressBars to Perks panel
CraftingMenu slides in the same way Perks Menu does when pressing TAB
Death state no longer automatically ignores terrain pushback
Heli now allows terrain pushback on seek monument crashing
Compile shaders with SSR fixes
Melee Weapon now properly aims towards the crosshair instead of awkwardly aiming to the side. Show crosshair when holding fallback carriable
Change Brush Size is now ALT+MWHEEL instead of SHIFT since you want to sprint and change items most times
Added rolling sound to the roller mob
Second Attempt:
Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling
Prior to this the helicopter would just fly at 30m no matter the terrain
Remove random using statement
Added VoxelChangeListener. Listen for modifications within any volume. Added TestListenerComponent
bothy
now spawns slightly lower in to the ground
Fixed "Target socket is occupied" not being translated client side
Pitch the drone's idle sound with it's speed
Fixed clocks placed on Deployed layer being destroyed by groundwatch when upgrading or building something nearby
Tweaked deploy volumes again
Wait for World Renderer to be ready in HighlightSelectedBlock
Added Idle sounds to Mobs
Add Looping Idle sounds to Drone Mobs
Make sure it also works for brush sizes larger than 1
If the trace misses for placing a block, it will check for a nearby block (so you don't need to look at the face of another block to place on it)
https://files.facepunch.com/CarsonKompon/2024/August/16_07-48-BareGerenuk.mp4
Try catch any FormatException when showing a translated gametip
Log the badly formatted key and string in the console
Cliffs 2nd UV channel
Detail maps
Large scale diffuse tweaks
Merge from dropsrender main
-digital clock prefab update
-Textmaterial update
-transparency tweaks
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
MeleeWeapon and Projectiles now ignore WorldItems
Created Building Overlay that displays when holding a placable block
wall paper viewmodel render script compoment added to prefab and vm anims edited so the wallpaper is lower
-Added Digital Clock model to its own prefab
-Updated the Digital Clock Deployed Prefab to use the Digital Clock Model Prefab
-Updated Digital Clock model to use RenderLOD
-Changed glass opacity, Boosted text emissive and changed text position.
Add video headers for Sunburn and Soundtrack
Added Rust.Localization.Editor assembly for localization Editor code
Hook new wolves to population, allow spawning packs
merge from hackweek_arabic (pie menu, vitals, tool cupboard panel and crosshair interactions)
Fix DamagePerItem on node_tree_5
Hooked up fuel and health flashing warning lights
- they sync up if they're both activated
Fallback Carriable starts enabled now (disabling if you have items to start with)
Don't network mob state machines
Compile fix in LanguageSwitcher
Restructure world gen so we can modify heightmap while placing objects
Actually fix drone NRE
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
tree spawns
trees spawn less on flat ground and more on the slopes.
Skinning updates, burst cloth tweaks
Fix wolf leap attack being too spammy
Fix wolves being sitting ducks around lit campfires, or being too easily cheesed with torches
Fixed screen fading NREs when getting out of network range
Blocked rotation