129,203 Commits over 4,232 Days - 1.27cph!
merge from the correct gui_sculpting branch
Cherry pick dock and edit fix
Fix FindDockableStation return logic.
Fix occasional NRE disconnect with dock and edit.
Merge from puzzle_reset_hotfix
Another attempt at arctic rad zone issue
Fixed InvalidOperationException in radiation damage
merge from fireballyellowfix
merge from elevator_power_draw_fix
merge from storepage_backbutton_fix
merge from hmlmg_skinviewer
merge from checkoutresult_fix
merge from sort_stack_fix,
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- Setup a method to emulate the twitch drop crash from before
- Codegen
Fixed unpowered fridges in arctic biome not cooling food
Merge from puzzle_reset_hotfix
Clamp radiation maximum radius to +50% or +20m: whichever is smaller
- reduces puzzle radiation size on large puzzle rooms
- reduces how much radiation leaks out of military tunnels building blocked
Fix arctic research puzzle radiation spawning randomly across the map
- was having it's worldPosition added twice: once via localPosition and once via BoxCollider.center
- set the WorldPosition to zero so the BoxCollider.center can be the worldPosition
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
- Setup objective resetting for go to underwater lab objective
- Removed serialized mission icon definitions from mission assets, instead paired these with an enum value in new MissionIconsConfig scriptable object. Objectives have a virtual method to define which icon type should be used per objective. SpeakWith type objectives now use the talk with mission provider speech bubble icon, other objective types use the generic mission icon
- Setup being able to have multiple active objective markers on the map and compass at once
- Fix issue with check for prerequisite objectives
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m
Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m
Brings total possible radiation time from 15m -> 7m
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere)
Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset
If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone
Airfield will now ignore above ground players
Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated
Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
monumentPuzzleResetWarnings is now on by default and saved
Gib prefabs. Tintable.
Related files & filename org.
Added HMLMG to the skin viewer
Fixed back button not closing store pages
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merge from multidrop_nre_fix
SocketMod_Anchor now checks VehicleLarge during deployment
More anchor and sail fixes
Wrap the whole menu init sequence in a try/catch
Stop a null drop NRE bricking the whole Bootstrap sequence
Convert remaining blocks to vehicle large
More IO prefabs allowed on Vehicle Large layer
volume changes on floating city sounds
Update: Adopt Scientist2FSM to be aware of ghostship navmesh
Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs
Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
Remade solar panel collider using primitives
Set most IO prefabs as deployable on vehicle large layer
matrix textures & updated box prefab with example matrix model
Tweaked the medium battery mesh collider so it can be convex
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity
Wire reconnection messages are sending local pos