125,756 Commits over 4,109 Days - 1.28cph!
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
New rotor wash FX prefab
Applied to Scrap Transport
Heli ground effect raycast threshold changed to 40 from 80 in BaseHelicopter & PatrolHelicopter
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more)
No actual gameplay change, just UI
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
Fixed repair bench NRE when using custom skins
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Fixed vendors not working on fishing village a and c
Thank you Alistair!
Changed vendor flags on fishing village a and c
work on radtown storage building, reworked mats, added extra trims, rebuilt original prefab, created packed mask.
- Increased range to be classified at destination
- Increased steering sensitivity
- Added downforce based on speed
- Tightened suspension springs
Vendor now destroys barricades that it runs into
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Commit marking more components as [MapGeneration]
Removed some weight from the vendor (took out the passenger seat)
Suped up the engine (+50 horsepower)
Added racing breaks
always applying stability/righting forces when mounted, rather than needing fuel
DPV Work
- able to submerge and resurface like a sub
- steerable, with some artifical damping when turning to improve the feel
- simple headlight setup
- simple ik hand targets
Bradley now destroys barricades in its path
Allow demo recorder UI to be visible in debug camera view
Fixed vendor positions
Fixed weird wheel placement issues
storage building large - wip, material definitions
player update. 3p revolver animations edited to match viewmodel
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Vending machines now take random amount of entries if the entries supplied are higher than 7
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
- DPV is now a deployable
- Added a basic DPV script that inherits from BaseMountable, currently does nothing
- DPV models now face Z forward
- Added DPV fuel storage entity, not yet functional
- Test map edit for DPV dev
Fixed buoyancy "save point data" not working if the points only moved, but didn't change
Add progress of how many monuments are left when running S2P on every single monument
Implement running PreProcess at runtime on each prefab in the scene
Add support for shared scenes that have client + server components in them
- avoids adding complexity of running preprocess at build time to first release
- handles editor only spawning a single monument
- keep support for client only & server only scenes
- default to only building shared scenes rather than individual client & server scenes
- run preprocess at runtime for shared scenes instead of during build
- internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
Cherry pick
98396, fixes weather errors in editor on my test map
Output both scenes when running Scene2Prefab/Update All as well as the prefab
Mark more components as [MapGeneration]