15,040 Commits over 2,649 Days - 0.24cph!
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential
Takes 10 minutes to go from 0->100 if happiness is 100
Takes 15 minutes to go from 100 -> 0 if happiness is 0
New stat for animals - potential
Starts at 0 and and can only be modified while an animal is a child
Potential is the average happiness over time of an animal, gets locked in once they become and adult
Wild and purchased animals have 0 potential
Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
Merge from animal_purchase_sfx
Added the purchase sfx when selling wool or animals
Merge from animal_mounting_improvements
Animals now dismount to the closest point of the requesting player
Animals will now do a physics check before dismounting, so they won't dismount through a modular car module if the flatbed is positioned between two modules (eg. cockpit<->flatbed<->storage)
Added toasts if an animal can't be mounted or dismounted due to these conditions to give players feedback
Merge from audio_compression_oct_26
Revert loadtype of bicycle-pedal-click-grains-01 and bradley-tread-grains to decompress on load
Merge from livestock_tea_recipes
Merge from fix_shield_footsteps
Merge from SpiralStaircaseDecay
Merge from auto_turret_pitch_cover_lods
Merge from terrain_config_load
Merge from audio_compression_oct_26
Marked some longer loops as streaming
Applied standard compression to 6410 audio clips
Deleted 26 unused animal audio clips
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Adjusted compression settings on a few high memory audio files to save memory:
Candy cave sfx
NMS sfx
MIssion sfx
Deleted some unused scientist barks
Disable r/w on small kitchen cabinet textures, halves memory cost
Fixed biofuel generator emission textures missing compression
Created mixing table recipes for all of the new milky and creamy teas
Can still be crafted anywhere via crafting menu, but this allows bulk crafting
Same crafting costs, same crafting time
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Merge from painting_fixes
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Merge from animal_anim_compression
Merge from legacy_anim_deletes_oct_2026
Merge from fluidswitchlodfix
Merge from distanceflareorientationfix
Merge from menuvideo_nre_fix
Merge from meshlod_updaets_oct_26
S2P apartment complex again
Merge from binbagpile_optimisation
Also fixed up 31 clutter and collectable prefabs
Fixed a few more
S2P apartments, bandit and fishing villages
MeshLOD converter now copies across motion vector settings
Converted all of the RendererLODs/LODGroups to MeshLODs on 61 prefabs
Notably a lot of seasonal stuff was affected
Enabled animation compression on squirrel, sheep, frog, cow, sea turtle anims
Fixed conversation panel reappearing if we exit play mode mid conversation with domain reload disabled
Merge from HotbarScrollSaveZone
Merge from softcore_first_join_fix
Merge from bag_compass_icon_fix
Merge from softcore_trainyard_fixes
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Merge from dome_pump_mt_save_fix
Fixed dome pump multi threaded saving issue
Moved the food category after electric in the crafting menu
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
Converted the world setup prefab to be a hierarchy
Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector
Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc)
Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed
Deleted the old procedural map test tool, it's no longer needed due to this change
Script for the conversions is at shelf
17387, not committed as it should only be needed once