111,918 Commits over 3,928 Days - 1.19cph!
some optimizations on icicles set prefabs
some more prefabs converted to MeshLOD
Select handcuffs as active item when loading or waking restrained players.
Added a handcuffed test save.
Adjusted slacked wires min and max tesselation values
Merge RepairBenchSkinName -> main
Merge RepairBenchSkinName -> main
trike lod fix and parenting adjustment
Additional sweep over props folder uncovered some left overs
More props, fixed some shadow casters, added some exclusions from HLOD on longer distance props
Converted deployables prefabs to MeshLOD when possible to do so
Fixed convar defaulting to disabled instead of enabled
reapplying
98204, stomped
merge from fix_barricade_building_error
merge from fix_icelake_building_blocked_preview
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
Fix weather effect error on quit
Pedal trike driving/physics work
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Trike wheels and colliders
Fixed positioning on sand trails.
Add URL support for community market skins from before our newer skin system
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Ensured translated ammo name and proper type is passed
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
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Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Ammo count and type of ammo is now visible in the tooltips of vending machines
Trike DoPrepare + manifest
Combine PedalTrike LODGroups
Combine PedalBike LODGroups
Raise water detection level on the push bike
Fixed WaterDepthMask not deregistering the mask when a boat is placed in a scene before the game starts (only relevant to dev work)