158,502 Commits over 4,566 Days - 1.45cph!
electronic chessboard
- model updates
- texture updates
- prefab updates
Rename ai.seed convar to ai.debug_seed so it doesnt clash with server.seed
merge from automated_testing/client
Fix command autocomplete realm sometimes being wrong
merge from automated_testing/client
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
Merge from livestock_potential
merge from ghostshiptodlighting
Reapply the stomped test
testlist
merge from Livestock_animals/livestock_hotfixes/playercolliders/trigger_pushback
merge from main
stomped TestLivestockPrefabs
merge from storepage_plaguedoctor
merge from cargolightingfix
merge from elevatorlightfix
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Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
merge from world_setup_hierarchy
Fix light c and d wiring: All lights were referencing the red light
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stronger recursion checks
Merge from cctv_postfx_fixes
Fix cctv blur fade and adjust colour mixer to match BIRP
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Merge from livestock_potential
Cap potential if the animal has no mother (found in wild/bought from vendor)
You will only be able to sell the subsequent generation of animals
Configurable with livestock.potentialUnbredCap
Merge from livestock_potential
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
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Animal footsteps raycast optims:
- On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain
- If not on terrain (rocks, base, water) we just do one ray instead of 4
- If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects
5 wolves running around on grass, 80% less raycasts
~0.115 -> ~0.08 ms