157,445 Commits over 4,566 Days - 1.44cph!
Reduced coconut.tree network range to 128.
Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway.
Increased chance of apples/beehive spawning on oak_d to 25% from 15%.
Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
Another visual cooking pooling fix
Now poolable:
- Cooking workbench
- Metal embrasures
- Flower pots
Fixed some visual cooking pooling bugs
Auto-repair on startup if deep sea is disabled
Customiser animation updates with eye movement test
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Removed the max light cookie cap warning that would appear when loading into a server
Windmills now use two syncvars to send wind updates instead of full network updates
They're poolable too
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles
This should reduce network overhead when driving any vehicle/sitting in a seat
merge from weapon_refresh_nailgun
Checked if Updated Nailgun works and can be skinned properly.
Updated Nailgun Workshop Source Obj
Merge from mixingcooking_ui
pt_boat_turret_rewrite -> main
Add separate currently craftable list.
Added all button.
Changed behaviours.
Remove re-declarations of state recently hurt
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
Disabled shadows on the tuna can light's bounce lights
fix for the 3p crossbow mesh shading being broken.
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
Updating nailgun viewmodel with newest mesh
Change category button behaviour:
By default all items are shown in a single list. The category buttons are now a toggle group and switch to that category only. Added an All button.
Multiple lighthouses share resource/repair progress
rotated lever action rifle to face the proper direction
reduced scale of the flail by 15%
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Merge from minigun_vfx_fix
Fixed visual only minigun bullets shooting through surfaces that are within 2m of the players eye point (server side damage logic was fine)
Merge from main (many conflicts, likely many errors)
Merge from headshot_spread_sfx_fix
Fixed headshot sfx marked as 360 spread, effectively flipping it's audio direction
Now 0 spread, so a headshot that happens to your left will no longer sound like it came from the right
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merge from QualiTeaOfLife_Nerf
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