13,600 Commits over 2,710 Days - 0.21cph!
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
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Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
Fixed the Wildlife Cull mission not registering polar bear kills
▄█▋ ▉▊▇▅▄▊▆▌ ▆▊▆▍▇▆▋ ▊▄▄▄ ▉▄▉ ▅▋▉▍▅▅▆▉▋▍ ▆▇'▆ █▇▅▊▅▅▇▄ ▌█▇▄▋ ▄▅█▄ ▍▌ ▋▍, █▊▉▄█▅ ▉▊ ▍▇▊▄▄▆ ▇▌█▍ █▊█▇▇▅▍
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Show all three tech levels all the time, disable the unavailable trees
https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
Fixed total required scrap text appearing when opening a tech tree
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
Converted train tunnel train tracks to MeshLods
Merge from meshlod_converter
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
RendererLOD conversion fixes
Merge from fishing_changes_june_24
Revert the chair prefabs, they were just for demonstration
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters
Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets
Fixed both menu options not working Undo properly
Don't show camera distance or converter options on RendererLOD/MeshLOD inspectors when inspecting an asset
Fixed fish trap not being able to accept whole fish as bait
Fish trap can no longer catch the same fish being used as bait
Fixed fish trap result item not stacking correctly
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Updated the bait value of the unused berrry items
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Merge from hackweek_renderlod_collapse
Fixed wooden_crate_a, wooden_crate_a_red, wooden_crate_e_red, wooden_crate_e renderers set up with multiple empty LOD states
RendererLOD will no longer collapse a renderer with multiple empty states
Merge from meshlod_converter
Update MaterialSetup to not target children if we convert to a MeshLOD
Don't offer the MeshLOD conversion if the minDistanceMultiplier isn't 0 since MeshLOD has no equivalent feature
Added a tool to convert RendererLODs to a MeshLOD (more efficient) in a single click if the RendererLOD looks compatible
Fixed f1 grenade skins not appearing on the thrown grenade (don't look too closely though)
Adjusted attack ray of chainsaw down slightly (0.1 units) so that it's hitting closer to where the viewmodel looks like it should be hitting
Merge from sprint_seed_fill
Fixed several isseus preventing the seed flood fill working in dedicated client mode
Subtract
98066 (trying to fix broken build)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
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Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
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Merge from sprint_seed_fill
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds