15,137 Commits over 2,680 Days - 0.24cph!
Fix shears causing blood fx to appear when hitting a sheep
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
All deploy and door open/close effects now have MaxSpawnDistance components
Most stop spawning around 40m
288 effects modified
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance
Needs some manual configuring still, curerntly flagging 1818 misconfigured effects
Added an inspector UI to automatically add the component with the alculated max distance it should be set to
Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Fixed binoculars screen effect not working with domain reload disabled
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees)
Exposed as an option on the container entity
Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Merge from audio_import_changes
Also applied to water footsteps
Merge from audio_import_changes
All footsteps + impact sfx are now decompressed in memory
All ambience sfx is now streaming
Remove "No marker above the terrain to spawn a new marker from position" log
Fixed buoyancy points never respecting the nextSplashTime interval
Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1
Fixes audio cutting out when driving through storms (starved audio decoders)
DIsable blend shapes on collider_settings import preset
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
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Adjusted the wolf night time eye effect to be more of a pale white instead of green
Didn't change the other animal eyes visually but improved the LOD behaviour
Merge from livestock_animals (shears animations)
Merge from box_collider_authoring
Revert all biofuel asset changes and remove the test asset
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Disable storagecontainer.canrequireauthifnolock in softcore
Merge from boat_scientist_fix
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Fixed scientist spawned boats getting left behind once scientsts have been killed
Show BoxColliderBake component in inspector
Remove source asset id field, now expects a diret reference to the model asset
Remove menu items
Merge from livestock_animals
Fixed shears world model not playing deploy animation (was playing fire instead)
Possibly fixed double firing shears sfx and missing attack event warnings
Apply the new collision ref collision to biofuel generator (just for testing)
Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build
Fix BoxColliderBake component having different serialization layout when building
Merge from livestock_animals
Add missing shears effects
Update item description
Merge from CullWhenInside_vis_improvement
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame
Reduced LODManager budget to 0.05ms from 0.1ms
A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget
Introduces a small delay when building over bushes, but we gain 0.05ms overall
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Merge from livestock_animals
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
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Merge from swamp_tree_x_improvement
Lowered marker points on swamp_tree_f