13,592 Commits over 2,922 Days - 0.19cph!
Fixed hopper removing any item attachments from weapons/armour it picks up
The item contents should only be removed if the item is a backpack
Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
Check if player model exists before trying to assign skin variables
Fix small trophy player heads not appearing on first time player enters network range
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Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x
Fixed UI displays, is now in line with other harvesting teas
Fixed harvesting tea not applying to every resource when harvesting
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar
If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack
Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life
When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat
Should help some unfotunate stacking side effects when harvesting meat
Possible fix for CheckEggDrop NRE
Force server premium toggle to off, fixes clients getting kicked for invalid auth after 60s
Fixed existing preimum servers appearing with a lock icon
Disable client side checking of premium status
Disable server side auth of premium status
Hide premium filter in server browser
Hide premium tag on servers in server browser
More refactoring, entirely remove the Vine class
Vine mountable now tracks all state once spawned, isn't destroyed on player dismount
Provides much simpler client side vine visual management
Draw debug arrows for vines
Move responsibility for storing destinations to the Vine, not the LaunchPoint
Vine now tracks if it is at it's start location or a destination, when at a destination can only swing back to origin
Fixed fridge power light going off when being reskinned
Added a new "IgnoreSkinReplacement" tag to opt out renderers from the skin system
Set Incapacitated player flag to false when respawning
Fixed max health hardcoded to 100 in BasePlayer.MaxHealth (no gameplay change)
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Removed hidden storage adaptor mesh inside the hopper
Change roll logic to only use a single roll rather than subsequent rolls for each armour slot. Should increase number of armour slots
Fixed hopper not draining batteries, now has 8 power consumption at all times
Removed some TriggerHurt logs
Created a custom bee trigger hurt to support modifying the hurt info
Fixes PvE
Merge from crafting_slots_rolls
Applied matching armour slot settings to knight pants and hat
Fix logic not respecting minimum slots
Assign OwnerId to bee swarms spawned from grenades
Increase max LOD count for LOD converters
Fixed cooking workbench client NRE
Reapply cooling and warming tea recipe produced item
Merge from coop_monument_fix
Merge from crafting_slots_rolls
Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
Fixed orchids, roses and sunflowers having bait value
Fixed being able to deploy chicken coops in monuments
Merge from crafting_slots_rolls
Adjusted how armour crafting slots are calculated
Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots
If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
Changed the planter block over to use an entity list object rather than duplicating the list across every planter
Added the small planter to the list, was missing from all planters
Merge from crafting_update
Fixed errors when a hopper was destroyed or picked up while items were being moved
Items will now drop to the ground as expected
Merge from crafting_update
Fixed being able to loot locked fridges
Client side clear_bushes command will now call the server side clear_bushes_radius convar as well, passes the debug camera position if it's active
Both commands now return how many were deleted
Added a clientside clear_trees convar that just calls the server side convar with the debug camera position if it's active