138,856 Commits over 4,474 Days - 1.29cph!
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken
- Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value
- Make heavy fuse item stackable
Update darts with colours for each player
- 1p is blue, 2p is yellow (not red bc it blends with board too much)
- colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props
- improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
merge from BoatVendor_BPchange
Minor balance adjustments.
- Wood dart for blowpipe 40 > 50 damage to match the crossbow (still has falloff at range)
- Blowpipe crafting 25 > 10 cloth
- Collared shirt +3% rad +2% projectile. Made a new protectionproperty asset since it shared with the green shirt previously
- Bucket helmet - Now costs 20 frags instead of 35 so its no longer somehow more expensive than the bucket. +5% projectile +5% bite damage.
Add demo timeline zooming, horizontal scrolling, re-ordering tracks with click + drag, make animation tracks work with rectangle selection.
fixed missing attribute on event methods breaking undo/redo in build
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier
- wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab
Whitespace got lost in the prefab asset, causing the tool to trip up
Tests: ran it, got results
WIP industrial crafter support
Fix demo ui 2 rendering over pause menu.
Updated satellite.trigger to take an optional mass parameter, for easy test of the same mass-based loot used when triggered by a control computer (higher mass satellite = more loot)
Rework satellite loot setup to be inspector driven
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Fix supermarket loot fridge not refreshing contents after a server restart
Fix issue with other loot containers not saving their current refresh countdown, meaning they restart rather than resume their countdowns on server reboot
Remove unused ProtoBuf.Loot definition, replaced with ProtoBuf.LootContainer
Pressing escape when in the satellite UI dismounts from the computer and closes the UI
Merge from PlayerMaintainedMonuments/blockerssubtract
Subtractive merge from changeset
155689 Merge from MonumentBlockers
Merge from PlayerMaintainedMonuments
Improved volume slider UI
Added "can close" support to `playvideo` (2nd bool argument, defaults to false)
https://files.facepunch.com/raul/1b2011b1/20_13-52-FixedHoneybee.mp4
Adjust walk speed and accel/deccel
Fix old AIs not fleeing when player is unreachable
Fix old AIs not fleeing when the player is unreachable
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
Fix old AIs being slower when new navmesh is enabled
Merge from WolfHeaddress_Workbench
Merge from satellite_crash
S2P launch site to get control computer changes
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
Enable saving on static control computer
Merge: from mt_snapshot_saving
- Bugfix for duplicate field serialization
- Bugfix for unsafe Time access on worker thread
Tests: Booted into craggy
Bugfix: remove duplicate transformHandle property
Prevents error in editor about duplicate serialization. Though the member is private and shouldn't serialize anyway?
Tests: tried opening & saving the rpefab, but couldn't cause original error
Bugfix: use cached time snapshot for server occlusion snapshot sending
Prevents Time usage in worker threads
Tests: none, trivial change
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build
- built manifest
M92 refresh animation polish