123,980 Commits over 4,171 Days - 1.24cph!
Restore stomped killbees command
Some wip placement checks
Shift convar values by -1
deleting annoying name conflicts
First pass WIP supplies shop structure
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC
- Update developer convar for accessing skins, can now simulate owning no skins
Added a new name field for modding monument marker, as the english field is not serialized anymore
Move player visibility position back to the head bone
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
fix for pooled random bone rotations on mannequin
Fixed newly introduced TriggerParentEnclosed NRE
Merge: from baseplayer_serverupdateparallel
- Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature)
Tests: used both modes in Craggy, confirmed things are working
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2
All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net
Tests: used both in local session on Craggy
working on chainsaw attack animations
added player update anim settings preset
merge from translation_breaking_mods_fix
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
trying a different steering control mechanism, convar to hotswap
- don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning
- pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
Fix wearables with random parts/colours not working on mannequins
Prefabbed supplies barge for working on
merge from floating cities into medical bay props subbranch to get everything up to date
Fix the translation changes breaking some mods
Fix ammo.snowballgun is missing a display name translation
Minor cleanup
Remove DDraws
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Wall light will now allow you to grow plants
Currently at a lower rate than ceiling lights
better defaults for pos/dir influences vars
per-sail force application and steering test
- convars for force application point/direction modifiers
- brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
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Medical bay container collision
Fix being able to see nametags through water.
medical bay container LODs
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Apply new changed script to the wall fluorescent light
Walllight now refreshes growables
merge from string_lights_fix_2
Remove rounded foundaction block from planner list
updated wallcabinet lock positon
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Undo setting instancing flags on additional materials because the automation seems to be still incorrect