156,519 Commits over 4,566 Days - 1.43cph!
Ignore actively animated building block entities when calculating headroom for player movement
- fixes awkward autocrouch when overlapping on a closing door
electronic chessboard
- model updates
- texture updates
- prefab updates
Rename ai.seed convar to ai.debug_seed so it doesnt clash with server.seed
merge from automated_testing/client
Fix command autocomplete realm sometimes being wrong
merge from automated_testing/client
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
Merge from livestock_potential
merge from ghostshiptodlighting
Reapply the stomped test
testlist
merge from Livestock_animals/livestock_hotfixes/playercolliders/trigger_pushback
merge from main
stomped TestLivestockPrefabs
merge from storepage_plaguedoctor
merge from cargolightingfix
merge from elevatorlightfix
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Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
merge from world_setup_hierarchy
Fix light c and d wiring: All lights were referencing the red light
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stronger recursion checks
Merge from cctv_postfx_fixes
Fix cctv blur fade and adjust colour mixer to match BIRP
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Merge from livestock_potential
Cap potential if the animal has no mother (found in wild/bought from vendor)
You will only be able to sell the subsequent generation of animals
Configurable with livestock.potentialUnbredCap
Merge from livestock_potential
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential
Takes 10 minutes to go from 0->100 if happiness is 100
Takes 15 minutes to go from 100 -> 0 if happiness is 0
New stat for animals - potential
Starts at 0 and and can only be modified while an animal is a child
Potential is the average happiness over time of an animal, gets locked in once they become and adult
Wild and purchased animals have 0 potential
Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now