157,607 Commits over 4,536 Days - 1.45cph!
fixed milk icons looking aliased - defringed the white matte
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time
Would save 150mb of memory if we can pull it off
Elevator lighting and flare glitch fix.
Fixed fluid switch visual feedback being broken at low object detail level.
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through
Allows underwater labs mission to be playable even if a lab has only 1 boombox
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed
- fixes the failing test properly
- not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier
merge from main -> base_occlusion
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
merge from biofuel_generator_calorie_override -> main
Lower raw fish from 40 -> 10 biofuel calories
Lower cooked fish from 60 -> 20 biofuel calories
Override potatoes from 125 -> 40 calories for biofuel generator
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Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off)
Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross)
Tweaked all the relevant light fixture materials to use it where applicable.
removed unneeded scope attachments from entity prefab
merge from critter_animals
fix critter bugs
- frog animator error on spawn/despawn
- spamming log for turtles when unpausing
- jellyfish population not spawning in jellyfish
Shears first pass animations and set up
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc)
- don't round up foods that we explicitly override
Fix deploy anim when swapping from torch to building plan
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Added client tests to check the livestock player colliders
Livestock_SprintingIntoItDoesNotCrouchThePlayer is failing currently, its a broader issue we have causing the players to auto crouch when running into things
Allow items that give out <1 LGF each to accumulate leftover LGF too
Fix lead breaking easily, show sheep genes, fix tests
Optimised sheep and lamb textures sizes
Added client side player movement blocker colliders to all livestock animals. They only collide with players
Merge: from playermovement_connect_nre
- Bugfix for out of order snapshots on player connect triggering NRE
Tests: booted into craggy
Fix sheep idle baa sounds not working, they became unlinked
Bugfix: fix playermovement NRE when initializing a parented player
Can happen if snapshots arrive out of order on connect
Tests: booted into craggy
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fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
Allow consumables to override the calories provided to the biofuel generator
merge from Livestock_animals
exported updated nailgun refesh vm anims
Added sound events to viewmodel reload
Merge from airwolf_repairable_pad
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
set up new worldmodel prefab
Ton of refactor/rework for new centralised system for food, cooking and pie visual config - now all configured on the item definition instead of a bunch of place.
Adjust UI inventory blur to use new grabpasses
merge from analytics_signs -> main
Add "frame number" so we know which frame of a neon sign is being modified
added and edited ultra wide screen component to nailgun viewmodel prefab. removed old gun mesh
Harbor 2 - boarded up more windows that allowed to see into the loot room