130,482 Commits over 4,232 Days - 1.28cph!
merge from tax_convars_rename
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
mini fridge
added gibs and updated lods
updated deploy and item prefabs
adjusted slot count to 30 (temp needs gameplay pass)
updated bounds
update manifest
Restored missing entities.RemoveAll in copypaste after filtering prefabs
medical syringe viewmodel
- made functional
- added anim events
- updated clip data
- removed camera animation (for now)
main -> unskinned_windmill
Fixed copypaste merge fuckery, restored copyboat commands
Fix broken diving goggles
Update to crockery textures
Null checks in UI_DropsController to prevent menu NRE when loading playground
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
Added helper functions to get boat building area player, boat, block and deployable counts.
Switched a function which wasn't freeing lists correctly to use the helper functions.
fixed boombox.static causing errors in conjunction with culling volumes
now uses meshlod and a shadowproxy as it is an expensive object
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
static speargun prefab cleanup
removed renderer batch on compound bow placed on non lodgroup type object
gun display rack weapons wont cast shadows
Renamed workbench tax convars to prevent loading old values from server configs
workbench1TaxRate -> workbenchTaxRate1
workbench2TaxRate -> workbenchTaxRate2
workbench3TaxRate -> workbenchTaxRate3
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
Ghost ships now show a map marker
Fixed rotation of deep sea island icons
Merge from floating_cities
Fixed some missing farm access dialogue
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes
These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant
This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
Merge from hackweek_boxsorting (last UI pass)
Merge from box_sorting_ui
Merge from main
Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
Fix bot_exec no longer working in builds
minifridge progress
lods
texture and material wip
.deployed/corpse/icon/item prefabs basic setup
fixcars command now fills the rockets continer with incen, flares and HV's.
Editor tool to copy paste terrain sections around
Fixed remaining spinners.
Make certain NPCs appear in killfeed
* Helicopter, Combine Ceiling Turret and Camera and Antlion Grub
Fix inverted null check from yesterday
Fixed regression with clientside entity removal
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Birthday hat icon updated and prefab adjustment, ran icon manifest
Clean: post-submit feedback
- rename entity_prefabId field to entity_prefab_id
- rename AddShortEntity to AddShortEntityField
More consistent with other examples
Tests: compiles in editor
Merge: from analytics_entity_createdestroy
- minor code clean
Tests: editor compiles
merge from helicopter_flare_balance_pass -> main
Merge: from analytics_entity_createdestroy
- we now collect entity spawn and destroy events once the server has started up (part of `gameplay_analytics` servervar)
Tests: observed logs of analytics in CLIENT+SERVER editor
Clean: fix formatting in Analytics.Azure.cs
Most of file was offset with 2 tabs. Sorry to anyone who has conflicting changes in same file (hopefully no-one)
Tests: editor compiles