13,642 Commits over 2,741 Days - 0.21cph!
First pass on a way to bake foliage into a scene at edit time
Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it
Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
Reworked trophy head submit process
Poster respects streamer mode
Merge from base_decor_dlc/poster
Add a post volume for the poster snapshot process
Ugc browser compatibility
Hook up to the friends picker for now
Switch to a canvas instead of a renderer, store player name
Steal a bunch of logic from the photoframe
Merge from base_decor_dlc/trophies
Track horse breed with trophy, display appropriate breed
Fixed head not being harvested on last gather hit
Fixed missing give notice
Merge from base_decor_dlc
Set up dlc steam item and assigned to current items
Adjusted both planter volumes to lift slightly off the ground and stop intersecting with the floor
Moved in the wheels on the cart planter so the player stops trying to climb the side of the cart
Fixed bathtub planter colliders getting removed from the server
Removed bath tub art prefab
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)
Define sprinting and not sprinting open animations
Bar door animator updates, removed some legacy stuff we don't need for this door
Use a cached property hash on door opening
Bar door can now delay it's opening based on the player state (so we can play an animation), we can remove the delay in the animator as a result
Updated holder loot panel to use generic resizable
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Store the clothing of the player with the head object for reproduction later
First pass on a new detached head in a bag item
If the gathering item has this behaviour enabled in the gather settings a head item will be produced on the last gather hit on the corpse (enabled on the butcher knife for now)
The item is non-stackable and stores the relevant information about what NPC it came from (player data still wip)
Added an Inventory information panel that displays what animal the head was gathered from when selected in the inventory
Change grade context menu NRE fix
Merge from tutorial_island
Close any existing tutorial modals when opening a new one
Can no longer talk to the NPC between missions
Rename scientist to survivor
Fix NRE during Kayak mission
EntityMenu attributes on entities will now appear using proper english in the radial menu, even before we run phrases
Uses a new AddOptionPhrase method on ContextMenuUI, this can be used when manually adding options to a context menu (eg. wiretool) although I haven't updated those since we've already had them translated so they appear fine
Merge from tutorial_island