129,730 Commits over 4,201 Days - 1.29cph!
Re-apply part of merge manually
Setting up server palm trees entities.
merge from deep_sea -> deep_sea/climate
merge from demoshot_ui_fix
Fixed demo shot list UI text issues
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Revert accidentally touched file
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string
A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters
- Set default values to be as close to the looks of the previous crosshair as possible
- Cleanup
Harbor 1 and 2 loot location shuffle
Tier 0 and 1 now have slightly differnt spawns
Clearer target logic
Auto pursue system
Debug visuals and extra states so i can adjust movement target in real time for testing
Deep sea wipe end phase: slowly ramp up radiation in the final phase
Exposed a 0-1 factor we can use for weather
Content entities spawned in the deep sea get the global deep sea network group assigned
Viewmodel_Shotgun_Shells -> main
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
fix texture declaration, gizmo radius
Floating city scene progress
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open
Tests: used in editor
merge from drone_storage_slot
Taller volcano smoke variant
merge ghost ship variants to naval_update
Add ghostship variants to deep sea manager spawning
address feedback on thrownweapon modification
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Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
Merge: from server_occlusion_poppin
- Bugfix: fixes false-negative occlusion queries at the top of the hills
- Bugfix: fixes false-positive occlusion queries while looking through a hill
- Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM)
- Editor: extended LoadMapFile with Server Occlusion debug tools
Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
updated cube lava tiling, better over large surface area
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null check for RendererLOD.CanCollapse
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
security tower small fixes
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
Disable global broadcast on all ghost ship variants
Buildfix: don't try to draw on the server-only build
Tests: editor compiles
Fix ship wire spam on variants: move overrides to the wire prefab.
let drones be picked up without hammer again
converted bed diffuse and metallness to albedo and specular workflow
updated bed import defaults to point to Bed Spec material
retained old material/texture setup just incase we revert