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12,509 Commits over 2,588 Days - 0.20cph!

5 Days Ago
Merge from main
5 Days Ago
Merge from marketplace_power
5 Days Ago
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
6 Days Ago
Some market terminal UI to explain the system
6 Days Ago
Hooked up sale info in-game UI
6 Days Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
6 Days Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
6 Days Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
6 Days Ago
Merge from main
6 Days Ago
Merge from monument_blockers_fixes
6 Days Ago
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
6 Days Ago
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
6 Days Ago
Merge from main
6 Days Ago
Merge from modular_car_handling_improvements
6 Days Ago
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
6 Days Ago
Merge from main
7 Days Ago
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
7 Days Ago
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
7 Days Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
7 Days Ago
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
7 Days Ago
Merge from new_navmesh_fixes
7 Days Ago
Merge from cactus_impact_effects
7 Days Ago
Merge from FoundationMeleeLOS_fix
7 Days Ago
Merge from high_external_wallgate_COL
7 Days Ago
Merge from MarketTerminal_Names
7 Days Ago
Merge from AugustLowCraftBuffs
7 Days Ago
Merge from heavy_helmet_audio
7 Days Ago
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing Muffled game audio when wearing heavy plate helmet
7 Days Ago
Merge from dome_fuel_cap
7 Days Ago
Capped fuel pump crude storage amount at dome to 1000 (per pump) S2P dome
7 Days Ago
Merge from deepsea_terrain_everywhere
7 Days Ago
Fix merge issue
7 Days Ago
Merge from main
7 Days Ago
Merge from deepsea_terrain_everywhere
7 Days Ago
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
10 Days Ago
Merge from rentableshop_improvements_aug_26
10 Days Ago
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
10 Days Ago
Merge from crude_drain_fix
10 Days Ago
Better toast
10 Days Ago
Merge from main
10 Days Ago
Merge from rendererlod_collapse_improvements
10 Days Ago
Merge from main
10 Days Ago
Merge from hlod_improvements_aug_26
10 Days Ago
Codegen
10 Days Ago
Remove some old debugging code
11 Days Ago
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
11 Days Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
11 Days Ago
Merge from rendererlod_collapse_improvements
11 Days Ago
Fix NRE when using a planner that is placing a collapsed renderer
11 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type