13,061 Commits over 2,831 Days - 0.19cph!
Added new food type eggs, chickens have a chance to drop an egg when damaged (50% once every 30s)
Remove test spoiling from corn
Added food spoiling to Fish, Bear, Pork, Deer and Wolf meat
Created new spoiled items where necessary
Applied consistent settings for all meat - raw meat spoils in 6 hours and cooked meat spoils in 24 hours (WIP)
Powered fridge now fully stops food spoiling
Added spoiling timer to raw and cooked chicken, timer gets reset to start when chicken is cooked
Added convars to turn the food spoiling off and control it's budget, spoiling UI is disabled in this case
Added debug convars to adjust the spoil times for all food on a server for testing (FoodSpoilingDeductTimeHours and FoodSpoilingSpoilAll
Merge from fridge_changes
Remove all mixing references in the cooking UI
Setup new cooking workbench
Add new recipe list
Add chicken pie test item
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Fixed a slight visual movement when switching between shields that share the same animator controller
Merge from demo_shot_improvements
Fixed spears not working with shields
Fixed full screen interaction blocker also blocking the main menu
Fixed the record shot name input field resetting on ESC
Properly disable camera control when a shot finishes recording
Loop button is now always visible and applies to the whole demo timeline, not just shots
Camera now gets mouse input at the start of the 3 second pre shot countdown, not after
Merge from admin_wanted_toggle
Added a toggle to control whether to show wanted posters in the admin UGC panel
Better generic conversation flow
Can now specify which NPC has a mission from the mission inspector
Generic mission provider can now support multiple missions
Added a new mission type where the player has to go and turn on an object, the object requires a long hold
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece
Fixed some knight armour item setup issues
Fixed new horses not working with the trophy system
Fixed auto turrets targeting the new horses
Suggest an id for newly created skins in the skin inspector
Merge from Medieval_Metal_Double_Door
Update id's to fix conflict with knight armour
Merge from midi_multi_command
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets
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Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening