13,393 Commits over 2,435 Days - 0.23cph!
Added a super simple 3rd person rotation component for attachments
Cull the third person attachment at 10m
Convert remaining attachments to prefab variants
Spawn attachments in 3rd person
Turn off burst cloth for now
Start converting all attachments into a single prefab variant for easier management long term
Update DLLs with latest W11 fix
Remove accidental include
Possible fix for deep sea planters erroring when deep sea is closing
Force spawn all deep sea static farm planters when deep sea finishes opening, don't allow any respawns while the deep sea manager is busy
Merge from priv_softcore_nre_fix
Possible fix for GetBuildingPrivilege client softcore NRE
Merge from main
No conflicts!
Multiplied the minimum and maximum time of every scheduled event by 0.75 to bring it back in line with the old real time timings now that we've extended time of day
Affects: event_cargoheli, event_cargoship, event_helicopter, event_airdrop, event_f15e, event_roadbradley, event_travellingvendor
Merge from nightlight_adjustment
Add a temp Change attachment button in the inventory
Add skin ownership check
Mark all accessories as unlocked by instruments dlc for testing
FreeCraft editor option now makes the craft button in the UI always enabled
Attachments are now stored with the item (like a skin) so they travel with the item
Enable box sorting on the component boxes
Change nightlight defaults
nightlight_brightness - 0.005
nightlight_distance - 5
Better approach, only allow one device per index be connected at once
First pass regular armoured hatch setup
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Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
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Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
Another artifical temperature safety check
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Merge from collectable_optim_pass
Fixed clear dying option not working when tapping E on a dead plant
Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair
Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants
Add growableentity.killall convar
Possible genetic growable crossbreeding fix
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels
Safety checks for PartialMobileStaticGrid
Merge from island_cliff_water_fix
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water
No idea what the actual cause is, it doesn't seem to be affected by the ocean topology
S2P both islands
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Added a searchlight debug mode to try and figure out the volumetric animation
Merge from main
Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Fix PartialMobileStaticGrid NRE on startup
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build