249,664 Commits over 3,959 Days - 2.63cph!
Fix exception from foliage tutorial change when entering play mode in the editor
Merge from ore_resource_optimisations
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
Fixed outlines on wooden shield and reinforced wooden shield world models
Fixed another case where spamming equip/unequip on a shield would throw an NRE
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
Fixed shields not parenting properly
Fix initial rooms not revealing on the map
Minimap Icons for certain room types
Added Timer item which gives your bullets a "delay" (decel followed by accel)
https://files.facepunch.com/CarsonKompon/2024/November/21_20-06-UnawareBluegill.mp4
Make it work for targeted player as well
Add MoveModeDefault, movement speeds defined in mode and can be altered by modifiers
Fixed being able to block while in debug cam
More tutorial stuff
tweak intro scene water
Remove a few unused things
Merge from december24_art_fixes
Fixed incorrect biome being selected on new tutorial cliffs
wolf pain sounds are less sad
wolf attack sounds have more snarl
- Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
Another work around to priv checks with Vehicle_Large collliders
Can click on preview tiles to add them to the selected brush/tile
Updated tileset guides
Created Autotile Reference ControlWidget
Make Reference ControlWidget look nicer
Can add multiple tile variations to an Autotile Tile
Can now rename/clear/delete/configure Autotile Brushes, added Right Click menus to Brush, Tile, and Tile Reference ControlWidgets
https://files.facepunch.com/CarsonKompon/2024/November/21_15-42-ImmaterialSphinx.mp4
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes
Dont allow pushing the siege tower if your parent entity is the tower
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merge from analytics_voice_chat -> main
Add analytics for how long a player spends talking
- include in client analytics
Added a new localization key for train yard's skip container, to avoid conflicts with 'skip' the verb in other languages
Revert "Added 32bit holly lib"
It doesn't actually work, I was testing the 64bit version because the launcher auto selected it, oops
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Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Merge from peacekeeper_turret_hostile_warning_ui
Removed some unneeded code, debug spam.
merge from 2d-flickering-workaround