193,692 Commits over 4,079 Days - 1.98cph!
move PushUserType_Value to ILuaBase
switched hemp and pumpkin over to GrowableEntity
Yield calculation changes
change ILuaBase type enums to CamelCase
Add debuglootsounds convar to help chase down repeating sound bug
Caves cliffs dressing with the new cliffs - managed to reduce the amount of objects used compared to old stuff
▆▋▄▋▋ ▇▄▌▍▇▇▊ ▊▌▅▊▌█▉ █▋ ▍▊▊▄▋▄▅▋▋▌█▇▊█▌▅▉▊▅▉▄▌.▄▄▍▉█▌
!▇▊█▌▊ "▉▆▄▇▊▄/▇▌▄▆█▍ ▇▍█▆▉▆▌█"
!▌▊▅▉▊▄▆ ▉▇▇▅▇▊▋▅ ▅▋▋/▌▊▌ ▊▍▉▉▅▊▉▄ ▊▌▇▉▇▋▌
Add devwarnings for trying to base createfont fonts off of game/existing fonts
CTakeDamageInfo, __tostring now includes the damage value
[D11] Define fix for animalanimation
[D11][#3605][#3597] Fixed untranslated and double translated text
More balance tweaks.
Small planter is now a default blueprint.
Added a profile config for teamcity
[D11] Z fighting fixes at the compound
▄▇█▍▅ ▇█▌▄▇██ ▅▋▉▊ █▉ ▇▇▊▄▆▌▆▊▅▆▉
merge navarea crash fix and workshopDL/subscription handling changes from main
steamworks.DownloadUGC's callback now has a second argument - a File object pointing to the .gma file
WorkshopDL: Do not try to mount files we failed to rename and mount the old file instead.
WorkshopDL: Also try to mount the old steamworks.Download files
Fix protobuf codegen for doubles
▇▋▅▄▅██ ▇▌▄▌ █▍ ▄▆▄▊▍▅▌▉ ▌▋▋▇ ▌█▊ ▄▄▉▄▉
Quality/modifier/calculation balance tweaks.
Messy tests looking at how to utilize unity jobs. No bueno.
▋▋▆▉▍ "▇▇▌▄█▋▍▅█/▇▊▋▉▍▅▉▅ ▉▆▊▇▇▇▅█" ▍▅▊▄▄▌▆▅▉
!▉▅█▄▇ "▇▌▇▄▉▆▌▊▇/▋▋▊▅▍▍▊▍ ▍▊▉▉▉▆▄▇" ██▉ ▄█▄▅▄ ▆▍▌▍▇▋▍▉ ▇▋▍▇█▋▇▆▍
modifications to caves and timber mine entrances to make meeting with terrain even easier
removed old ore vein decals - decal projectors are a bad way to handle these in retrospect, should be done using geo
merge from main (46905 changeset)
▊▉█▋▅▌▉▌.▉▍▋_▌▇▇▉▅ ▄▅▌ ▊▄▅▍▍ ▆▋▍▌
Trust the local player to do aiming animation for throwable weapons.
Otherwise the locally set aiming is being replaced by the state received from the server for a brief period.
[D11] Again more z fighting fixes
[D11] Optimised animal step sound prefabs to reduce their footprint on the cpu. No longer creates a prefab with every step.
[D11] + Adjusted mt_sign_a lod distance and mesh cull distance of the lettering
▉▋▆██▊▌▌ ▋▋▇▅▆▅▇█ ▉▇ ▊▆▆▊▍▌▊▍ ▋▅▇▇▆▉
Merge from terrainmap_nativearray
FoliageKey now uses mesh as well as material
Replaced old rocks prefab instances with new one in caves_dressing scene
Added small colliders to cave gravel prefabs for rare cases where stones are scaled a bit larger
Caves - more work towards converting and tuning textures/mats to new hdrp standards
Replaced old cave gravel meshes with new ones using terrain 'foliage' rocks
Attaching PlayerState to the BasePlayer
Adjust vehicle lift deploy area + chassis prefab changes
Add PlayerState persistence table
Adjust trigger parent volumes on flatbeds