113,171 Commits over 3,959 Days - 1.19cph!
Tesla coils and igniters now automatically heal themselves when under building privilege
Approximately 8 HP after each decay tick (10 minutes), if not damaged recently
vendor turret prefab - model, lods, materials and basic prefab setup
Finish making strokes not overlap with themself, which was making it difficult to use low opacity values
This makes it behave more like a real painting app where you can't paint over somewhere that you already painted in the same stroke
https://files.facepunch.com/Rohan/2024/May/29_11-16-AdvancedNorthernfurseal.mp4
Fix NRE when loading into server
Fix NRE when switching servers
- caused by not removing from static List when monument is destroyed
Adjusted FX behave better to occasional rapid movement and sudden directional changes.
Performance: Made Bradley mid-air cannon tracers not have super expensive shadow casters, and adjusted light to compensate.
merge from allow_barricades_monuments -> aux2
Apply same treatment to stone, concrete & sandbag barricades (can't place on monument concrete, can place on the terrain)
Added a method to get the current restraining item.
Interaction checks now check for surrendering or specific restraint item settings.
Suicide can now be blocked by restraint items. (blocked for handcuffs)
Wooden barricade only buildable on the terrain parts of a monument, block it on all the concrete parts of a monument
https://files.facepunch.com/jakerich/fyl41vRDD6IA5gyt/BM9AhaPzcWubIRbQ.mp4
merge from SAMVehicleSleep
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radtown sign metal smooth texture
merge from main -> qol_building_blocked_visual
Set item locked status correctly.
VM now unlocks correctly visually after minigame.
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Being pushed or taking damage cancels unlock minigame
added texture mask for radtown shed roof.
reworked radtown shed roof to use texture masked material.
Added IsRestrainedOrSurrendering.
Changes to loot locking. Always allow belt access (surrendering or cuffed) but don't allow the victim to modify belt.
Don't lock belt inventory, just prevent moving out of it by the owner. (other inventories are locked)
Interaction changes.
subtracting
98092 qol_building_blocked_visual
subtracting
98091 fix_planner_reset_construction
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merge from qol_building_blocked_visual
merge from fix_planner_reset_construction
merge from fishing_changes_june_24
merge from HeliDrivingImprovements
merge from techtree_workbench_multi_access
merge from RepairBenchSkinName
merge from io_seismic_sensor
merge from small_oilrig_vent_fix
reapplying
98066 hackweek_renderlod_collapse
small rig vent prefab was missing environment volumes
Re-exporting large oilrig vent mesh with correct normals
Redid the small rig vent collider to be like the large one since the large one does work
Subtract
98066 (trying to fix broken build)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
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Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
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Merge from sprint_seed_fill
merge from main -> allow_barricades_monuments
Fix unity somehow removing "Show Building Blocked" I added to the options menu