32,293 Commits over 4,048 Days - 0.33cph!
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks.
- At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock.
- Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones).
- Once you've entered the code once, you're whitelisted and don't have to enter it again.
- No guest codes, but I'm open to adding them if there's significant demand.
HLOD generation now ignores GameModeObjectToggle components
Fixes reclaim terminal appearing in outpost HLOD
Updated outpost HLOD assets, prefab is unchanged
Piano no longer uses closest midi note if it's missing a note
Merge fron nov22_community_merges
adjusted the offset to the arrow graffiti mesh on the caboose
Fixed drum sticks floating in air after dismounting drumkit (probably affected xylophone as well)
merge from save231 - Staging wipe
Added debug dof option to modelviewer
Brought throwable snowball impact effects in line with effects from snowball gun
Fixed not being able to drag non-cassette items onto the portable boom box
Fix streamed radio audio looping incorrectly if the players performance drops below 10fps
There is likely still some stuttering but it should recover once performance improves
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
Add IOEntity.debugbudget and IOEntity.debugBudgetThreshold convars, prints out the entities taking up IO budget time if the total takes longer than the threshold
Modified LiquidContainer to only update it's drain targets when a circuit changes, not during UpdateOutputs
UpdateOutputs generally happens as part of a circuit change so we were doubling up work, this was exacerbated by long chains of water catchers getting drained immediately as water is produced
merge from steam_auth_tracking
Implemented "Eat" radial menu option for player grown foods too.
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Merge MoreCabooseFixes -> Main
toggle sounds for flashlight and laser attachments
Print connection protocol in console instead of integer value
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Made ambientmultiplier, reflectionmultiplier and ao settings client only
Fixed badly positioned payout UI on the caboose slot machine
Fixed slot machine NRE if player dismounts during a spin
Merge from beltbar_improvements (flashlight/laser attachment icon on belt bar)
Fixed Caboose not shutting off the lights anymore when there's no-one nearby
Collectable foods (berries, corn, etc) can now be eaten directly from the ground with a hold-E menu option.
Merge from animal_ai_topology
Remove unneeded card UI animation component
Merge MoreCabooseFixes -> Main
Improved demo shot compression
Only make the debugcamera match the players fov the first time it's enabled
Unsaved beancan NPC change
Merge from misc_nov22_fixes
Junkpile scientist take cover for longer when attacker is far away
Added LODGroups to primitive cubes (for modders) that didn't have them. The only one I've left without an LODGroup is terrain_blend_cube, as that seems likely to be used in a way that's large-scale and needed at a distance.
Merge MoreCabooseFixes -> Main
Fixed modular car lockable status change not immediately updating the modular conditionals