12,456 Commits over 2,588 Days - 0.20cph!
Some market terminal UI to explain the system
Hooked up sale info in-game UI
Create new SellAnimals and AnimalSalePreview dialogue panels
First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal
No rewards hooked up yet, just panel flow
Rework power mechanic
Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders
With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full
If the power plant has at least one fuse active the charge will not decrease
Power is no longer deducted per transaction
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Stables_b is now playable in editor
Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Merge from monument_blockers_fixes
Show health bar when hitting monument blockers
Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity
Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Group upkeep modifier now takes into account any unique players authed on a code lock
If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs
Runs through the same 24h window as TC auth
Can be disabled via decay.upkeep_group_count_locks
Added tests to verify behaviour
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Merge from modular_car_handling_improvements
Minor tweaks
Prevent players using toggle duck getting stuck with handbrake on
Apply the raw tyre force regardless of whether the handbrake is on
Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Market terminal now needs charge from the powerplant to function
Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant
Each transaction costs 10 charge
Marketplace terminal UI shows current charge
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Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Added functionality for a TC to modify upkeep rate based on how many players are authed
Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group
Setup with some very placeholder values for now for testing
Tier 0 - first 4 players add 0% to upkeep
Tier 1 - next 6 players add 2% upkeep each
Tier 2 - any further players add 4% upkeep each
This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep
When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep
Very, very WIP, for internal evaluation for now
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Merge from new_navmesh_fixes
Merge from cactus_impact_effects
Merge from FoundationMeleeLOS_fix
Merge from high_external_wallgate_COL
Merge from MarketTerminal_Names
Merge from AugustLowCraftBuffs
Merge from heavy_helmet_audio
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing
Muffled game audio when wearing heavy plate helmet
Capped fuel pump crude storage amount at dome to 1000 (per pump)
S2P dome
Merge from deepsea_terrain_everywhere
Merge from deepsea_terrain_everywhere
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
Merge from rentableshop_improvements_aug_26
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time)
Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Merge from crude_drain_fix
Merge from rendererlod_collapse_improvements
Merge from hlod_improvements_aug_26
Remove some old debugging code
Regenerate all the HLODs in the game
Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue
Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check
Removed a runtime allocation when a HLOD mesh enters/exits range
Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Merge from rendererlod_collapse_improvements
Fix NRE when using a planner that is placing a collapsed renderer
Add commands to select and direct a given NPC
ai.selectnpc will select the npc in front of the player
ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint)
ai.releasenpc stops the debug control
Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Merge from rendererlod_collapse_improvements
Adjust the position threshold for collapsing a RendererLOD
A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f
Catches a lot more renderers with no visual difference
Fixed collapsed LODS switching to culling later than they should
Fixed collapsed LODS not registering to environment culling
Merge from hlod_tex_sizes