31,178 Commits over 3,928 Days - 0.33cph!
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
more junkpile cover point improvements
Fixed junkpile_i cover points
Junkpile scientists are now more defensive in behaviour when player is further away. Attack range reduced.
Added sneak and non-vision max distance settings to AIBrain
Added icon for simplelight (admin item)
Added individual icons for NPC wearable items (scientist, peacekeeper, arctic scientist, heavy scientist, bandit guard, dweller jump suits + gas mask)
Fixed icon sharpening issues with a few wearable items
Fixed scrap transport helicopter spawning regular client side gibs as well as server side gibs (broken since we moved Gibbable to a PrefabAttribute)
Server side helicopter gibs now use continuous collision detection
Added the abilty for GIbbable components to create gibs with continuous collision detection
Scrap transport helicopter gibs are now using primitives and continuous collision detection to prevent falling through floor
Potential fix for NRE when clearing console on a fresh boot
Fixed supply drop red siren (light) animator culling close range
Junkpile bushes now block AI line of sight.
Possible fix for Shreddable_PickupTruck causing fly hack violations and kicks
Fixed door controller and bucksin typos