12,205 Commits over 2,557 Days - 0.20cph!
Merge from workshop_subsystems
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene
Sub systems can now be initialised with just a PlayerModel and no BasePlayer
Merge from invoke_cleanup
Fixed a missing CancelInvoke in Climate
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client)
Notable cases I left untouched: CommunityUI
Notable cases I fixed that might fix bugs in game:
-UVTextureAnimator, looks like it might be used for some blood fx
-WillifeHazard scaling (snakes)
Merge from terrain_copy_window
Added a car lift to dome (editor only)
ElectricGenerator now saves/loads it's requiredPowergridStage
Otherwise any setting to this in monuments would be lost on server restart
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
Server fix, grey out foliage option at edit time
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX
Updated it to bake out the terrain, using the terrain baker from the tropical island
IOEntityEditor is now a dockable toolbar
Fix NRE on boot of standalone monument scenes (PowergridManager)
Cow will now run if the player it's following gets too far away
Fixed codegen not being able to generate code for entities in namespaces
Added follow interaction to cows, they will follow a player who interacts with them until dismissed
Added livestock scene to dev menu
Merge from roof.bottom.line conditionals consistency pass
Merge from apartment_complex_monument (swing jumping)
Fixed redundant RendererLOD on door.hinged.industrial_a_e
Fixed missing MeshCull on CCTV yaw mesh
Merge from scene_check_tool
Fixed HLOD renderers appearing as renderers without LODs in scene checker
Removed old tools, now replaced with unified SceneChecker
Fixed some water catcher panel help issues
Added a display of which modules will be spawned on the test cars in the vehicle editor
Saves having to click through into the scriptable object
Updated dome setup with new art
Moved the fuel pump models into the entity itself
Merge from shadow_caching_tooltip_fix
Merge from shadow_caching_framerate_fix
Merge from shadow_caching_ambientlightlod_fix
Merge from apt_cctv_culling
Merge from fix_trap_displacement
Merge from fix_buffer_upload_mode
Merge from fix_demo_culling
Create new livestock testing scene with ai enabled
Setup cow movement speeds
First pass on cow prefab
Basic FSM with idle and roam
Added debug.emptytankermodule and debug.filltankermodule commands
Added some help to the water catcher panel
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Fixed an infinite GUILayout issue when inspecting modular vehicles
Crude oil pump now requires powergrid to be active (level 1 for now)
Adjusted rates, spawn less per tick but much faster ticks