3,742 Commits over 547 Days - 0.29cph!
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab
Not tied to Gibbable for now, still wip
Wip first pass of container corpses
On death, storage containers spawn a "destroyed" version of themselves, saving a percentage of the items inside
The corpse can be hammered by the original owner to restore the original entity and regain access to the loot
Added new convars
merge from laserlight_green_fix
Fixed laser light color selection showing red twice - green was using the red token
merge from sirenlight_culling_fix
Fixed siren lights short culling distance
Some optimisations, added a missing LightAmbientLOD on the point light
Removed ItemInformationPanel.EligableForDisplay warning log
merge from horse2_fixes/handling
Fixed horse head motion going crazy at low framerates
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merge from horse2_fixes/handling
Fixed horse steering tip never stopping from showing up
Steam stat was not properly incremented
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merge from flamejet_optimisation
Make sure to exclude flamethrowers from the FlameJet changes on
113874
merge from flameturret_optimisation
Fixed FlameJet.LateUpdate being called on idle flame turrets (saves ~0.45ms per frame for 60 idle turrets)
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merge from fonts_fallback
Bunch of arabic font tweaks to fix the weird line spacing
Crafting menu: fixed item name overlapping with the workbench level in some languages
merge from fonts_fallback
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first
This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
Added all fonts to the font fallback settings scriptable
Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
Updated the language selection dropdown to use proper fonts instead of fallbacks
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
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merge from iocounter_settarget_fix
Fixed IO counter "set target" interaction description
merge from ballista_mountchaining_fix
Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
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merge from hackweek_automatedtesting
Fixed testrunner.gettestlist command not working in builds
testrunner.isbusy now returns a proper json
merge from playerlights_culling_fix
Fixed AmbientLightLOD fading on and off when near culling distance
Prevent redundant fade invokes
Added a small buffer to prevent rapid toggling when the light is near its culling distance
Set ceiling light AmbientLightLOD as dynamic
Make sure the light parent gameobjects are disabled by default so they're not added and instantly removed to the lod grid
Fixed heater lights always on following the recent optims
Tweaked motorbike LOD distances so it doesn't look bad half of the time in first person
Also increased the culling distance
Fixed clearinventory and refillvitals commands not working when ran from a bind