125,605 Commits over 4,171 Days - 1.25cph!
ignore obstacle logic running when the desired pedal is meant to be around 0
color tweak on floating_walkways_surfaces_a mat
Force a reverse of at least x seconds
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
merge from drone_storage_slot
material tweaks to piers of floating city to enhance readability, increase algae look
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
Merge from vram_monitoring
Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
fixed normal item drop that had broken in cleanup
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
merge from hot_air_balloon_mark_users_hostile
Tropical ground foliage spawntable stuff
Start and end game phase on the timeline based on when you're in a server or not
Finalized sans clutter spawns
Collision fixes.
Scene stuff.
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
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Merge from blueprint_unlock_fix
Fix for workbench tech tree appearing fully unlocked, woops
Fix steering and gas pedal hallucinations
Start to fix turrets placed outside of a base turning off turrets inside a base
- cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference
- rewrite the interference system, getting rid of all the queues
- system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference
- when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself
- when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on
Now the complex part: which overloaded turret should be turned on first
- tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on
- instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
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Nature dressing.
Tree tweaks.