13,220 Commits over 2,861 Days - 0.19cph!
Revert RidableHorse prefab change
Merge from save248/arm_support
Rework the prefab changes
S2P harbors
Possibly fixed players not parenting to a shipping container properly if the container was stacked on top of another container
Break vine tree prefab link so we can clear out some old greybox assets
Set up vine tree 2 and 3 variants, added logic to stump to respawn the right tree type
Print out "Blocked by tree" when building too close to a vine tree
Reduced the size of the prevent building volume on the vine tree, swap the main trunk one from a box to a capsule and shrink the upper box slightly
Fixed error if no valid camera
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin
Will still ensure these trees switch to low LODS if players are high above them
Merge from inputfield_rtl_fix
Fix crafting UI NRE when changing category
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
Increase minimum horizontal distance between vine points (7 -> 9)
Some potential SetAimDirection NRE changes
Remove some busted tea prefab files introduced in
120974
Adjust the armour slot weighting system to more closely line up with the intended random values
Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10%
New slots/chance: 0/50%, 1/25%, 2/15%, 3/10%
Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots
Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
Merge from industrial_perf_improvements
Some server industrial conveyor performance improvements
-Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing
-Compare slots by item id rather than object comparer
-maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12)
These changes take a problematic conveyor configuration from 670ms to 12ms processing time
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Merge from fuel_latency_fix
Merge from modelviewer_build_fix
Merge from LiquidWeapon_nre_fix
Merge from shark_blood_fix
Merge from skeleton_missing_warnings
Merge from autoturret_aimoffset_nre
Merge from skull_rock_resource_fix
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
Possible NRE fixes for vine mountable (no known repro)
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds
Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed
Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
Remove graphics.viewModelCamera convar, will be forced to true
Left all code in place in case we need to roll it back
Fixed player getting stuck while on ladder in core of excavator if excavator rotates
Player will now be parented to the excavator entity while on the ladder
Added IgnoreIfOnLadder to TriggerParentExclusion for cases like this
S2P excavator
Possible AutoTurret.AimOffset NRE fix
Fixed a list leaking from pool while vine swinging
Fixed shark attacks not making any noise if the show blood option is set to false
Possible fix for CullingVolume + LightOccludee + AmbientLightLOD scripts not working together, resulting in lights being left on when they should be culled
Added a warning box if a Skeleton component is missing bones (responsible for broken clothing/skin on most recent viewmodels)
Remove a debug line, simplify DoSplash
Possible LiquidWeapon NRE fix
Fixed skull skin of rock missing long resource forgiveness, resulted in it not having the same harvest distance as the vanilla rock
Fixed descend/throw back sometimes appearing briefly after the player interacts with a vine
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