14,842 Commits over 2,649 Days - 0.23cph!
Moved the food category after electric in the crafting menu
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
Converted the world setup prefab to be a hierarchy
Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector
Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc)
Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed
Deleted the old procedural map test tool, it's no longer needed due to this change
Script for the conversions is at shelf
17387, not committed as it should only be needed once
Fixed incorrect mips and filtering on the sleeping bag compass pie menu icons
Also did a little cleanup in SleepingBag.cs
Fix death screen appearing the first time you enter a server in softcore (you should be spawned straight to the beach on first join)
Allow milk stacking if the skim timer is within 1m
Allow milk skimming to work even if Server.foodSpoiling convar is off
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Fix pie menu not updating the name or description labels at all if the new option has a null/empty name or description
Can be seen on the gesture menu, starts with placeholder text and then will switch the surrender description and never switch away
Increased bread/brioche dung boost time from 2/2 minutes to 6/10 (they were already much less effective on the new dung timescales)
Modified animal eating behaviour - they will now prioritise the trough if there is food in there that gives them a boost
Reduce minimum stack size of wool for vendor to 25
Reduce maximum size of wool for vendor to 400
400 wool will now get the top rewards
Trainyard scene is now playable in editor
Fixed unloadable traincars not applying the softcore loot multiplier
Also doubles the items found in the lootable train car (bonus - we could now apply this loot scaling to any loot container in the game?)
Added a static ScaleGatherAmount method to BaseGameMode to reduce a bunch of copy pasted clamping logic everywhere
Added a countdown timer to the pump at dome if the oil rig countdown is active
Remove market place power tests
Always spawn purchased animals in front of the vendor, not behind the player
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway)
Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb
Had to make actual asset changes for this
Foliage and namespace fix
Merge from livestock_animals
Show genetics on cow panel as well
Don't show the lead option if an animal isn't tamed
Add a tame flag to livestock
Don't show milk option if animal is not tamed
Merge from livestock_animals
Merge from vendor_changes
Doubled ammo amounts
Added ladder hatch, rifle bodies and smg bodies
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9)
Reduced packing radius from 3m -> 2.5m
Rework vendor sale logic
Now takes the normalised value we used to use and uses that as a currency to spend
Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer
So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags)
We then have 0.25 left to spend on another listing
Falls back to a flat scrap listing to fill out the offer
Reworked item lists - added pistol ammo, rifle ammo, top tier doors
Added rare red keycard to livestock sale list
Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time
Would save 150mb of memory if we can pull it off
Merge from livestock_animals
Doubled population of cows and sheep in the wild per square km (1 -> 2)
Lower GrazeDayShare from 0.4 -> 0.3 on cows and sheep, meaning they will spend less of the day eating and require less food
Cows and sheep get double fullness when eating from a trough
Fixed reference to animals when selling wool
Fixed some failing tests, all were testing regressions not actual regressions
NPCAnimController perf improvements
Throttle the animator param calculations if the animal has been culled, max once every 0.25
Check the livestock have changed flags before setting the animator params
Disable the F Look component when an animal is culled or if the animal is > 30m away
Don't do the snap to ground raycast if we are culled
In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
Merge from livestock_animals
Merge from livestock_animals
Merge from livestock_hotfixes
Added item ownership for items purchased from livestock vendor
Fixed wrong text displayed if player drops wool mid conversation
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
Merge from livestock_animals (new icons)
Merge from livestock_animals
Filter items offered by livestock vendor by game mode so we don't give guns in primitive
Livestock sale updates:
Fixed turret being offered for low quality, meant to be on the high end
Added options for high end sales:
2-4 basic bp frags
Thompson, custom smg, python, hc revolver
Updated wool sales chart, is now about 75% of livestock sales with no guns
Fixed NPCAnimController allocation per frame when an animal is playing an animation with look at disabled
Merge from livestock_animals