112,010 Commits over 3,928 Days - 1.19cph!
Fixed ground watch and colliders
Deploy sound, placement tweaks and guide mesh scale
lod and prefab setup for corrugated sheets and radtown shed.
Now forward attachments on shop listings over the network
Added slots to map vendor
Art implementation, blinking light behaviour
Rustoria door skin update
master house LODs, Collider pass, Prefab setup and baked LOD
Assign all breed materials to the body renderer so the tail is correctly retextured
seismic detector model, materials and lods with basic prefab setup
Set world model anim params to reflect state
Assign world model animator
Disabling loading from save by default on CraggyIsland
Add anim override for captive state
Set entity animation override default to kidnapper
merge from qol_salvaged_hammer_buff
merge from laserdetector_range_fix
█▇▅▆▊ ▍▄▅▌ ▋▆▆▆▄▆█▍▍_▆▇▌▋▊▉█▋▋▉█
merge from crossbow_flame_scope_fix
merge from qol_mixing_table_hv_ammo
merge from mediumbattery_size
▆▄▉▉▄▍█▅ + ▌▋▇▍▋▌▊█▉▍ ▄▆▌▋▇▋▊
Adjust speed down slightly from 5x to approximately 2.5x faster than before
If a codelock is locked, entering the "last used" code is now 5x faster than before
Custom inspector tool for messing with NPCVendingOrders
First lot of travelling vendor orders complete
Added 'light flag' cinematic entities - useful for cutting/blocking light:
• 3 variants; small, medium and large
• Assigned to group 4 (misc) to allow independant hiding
https://files.facepunch.com/paddy/20240524/v0i1IhWD86.mp4
Changes to cinematic entities:
• Cine entities can now be hidden by group - lighting, backdrops, props and misc (Thanks Flavien!)
• Assigned backdrop entities to group 2 - can now be hidden independant of lighting
• Updated help descriptions for cinematic entity convars
https://files.facepunch.com/paddy/20240524/jyHPcEL0id.mp4
Also ensure it doesn't do higher damage against high walls & external walls
Added ability to get random entries from a vending order list
Added ability to set min,max pricing as well as very low pricing and pricing chances
Weight moved to different section
Buff salvaged hammer so it has the same DPS as a jackhammer, but only against deployables
- still uses normal damage against walls and doors
- acts like it's higher durability because it uses less hits to break things
Merge CH47 Scientist NRE Fix -> main
Remove another unnecessary check
Delay spawning CH47 scientists until we're sure the helicopter is inside the world bounds
CH47 fixed duplicate collider names