113,333 Commits over 3,959 Days - 1.19cph!
more biome visuals compatible props and structures
Merge from main/map_entity_load_fix
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Fixed recipes still sometimes calling for raw meat instead of cooked
Flag collider/bounds change to make it easier to melee dig
Check ingredients by item ID
When making meals, take stacks into account
Fixed missing deer kebabs
Added new teas to information panel
Added a poison warning if the tea is going to poison the player
Remove debug mode from explosive vis
New system, combine ingredients button
Try to do the shoelace formula manually
Rethinking. Let's see if we can base things on the existing furnace code again.
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory
Doubles engine power for 15 minutes
WIll heavily poison player for 10 minutes if consumed
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes
Horse still requires food to produce dung even while this tea is active
Added the ability for a Modifier effect to only apply to a type of entity
Added a Horse speed tea, increases top speed of horses by 30% for 10 minutes after being eaten by a horse
If consumed by a player they will be heavily poisoned for 10 minutes
Tea target type proto change
Using incorrect version of shoelace algorithm to correct volume of each room: it at least gives higher volume for larger rooms which will be good enough to show bigger rooms taking longer to heat up
Fixed IsSeatClipping direction not being normalised
Merge fixes in some random prefabs
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways
Assign deployables to room(s) based on the floors they are on
Command to hide everything inside walls so esp cheats don't work
merge from fix_send_inventory_nre
Fixed triangle center position being incorrect
Fix -180 degrees not being handled when discarding invalid faces
Triangles & squares both work when splitting into rooms
Remove foundation faces that are on top of eachother (think of two foundations beside eachother, you don't see inner sides)
Fix triangle foundation wall facing inwards instead of outwards
RNG'd occasional high impact hits, because all hits being samey is boring
More debug visualization commands
Rooms now correctly connect
Add bunch of debug commands
baked harbor grounds meshes
specific collider meshes for grounds - removed old duplicates
bunch of biome visuals compliant prefabs
simple colliders for damaged scientist turret
harbor2 level update
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Actually create the meal output items
updated diesel_collectable prefab
Fixed situations like chicken kebabs vs. mixed kebabs. Doing some fairly advanced filtering now.
Harbor2 scene hierarchy cleanup
baked to mesh vertex paint grounds LOD0
S2P
subtract map_entity_load_fix
Actually convert ingredients to meals
Potential fix for NRE's in SendUpdatedInventoryInternal