12,997 Commits over 2,376 Days - 0.23cph!
Fixed industrialTransferStrictTimeLimits not working in builds
Revert some changes from this branch to restore conveyor functionality
Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
Phones can now ring for 24 seconds before they auto hang up (was 12)
Player phones are now listed in the directory before monument/static phones
Made both new silencers more common so they will show up in some loot
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots)
New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots)
Regular silencer is now uncraftable
Numbers are WIP
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55
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12
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed)
Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
Hook up new shadow proxies
Show the building blocked preview on the vine tree
Merge from treasure_mission_improvements
Added a 6h time limit to the ranch treasure hunt mission so players can't accept the mission, leave a server and the container stays there blocking a spot forever
Added spots for the treasure to spawn at supermarket and gas station
Added more spots for the treasure to spawn at water wells and lighthouse
Reduced the minimum distance between blocked mission points (5m > 3m) to allow more density
Merge from container_parenting_fix
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