15,155 Commits over 2,680 Days - 0.24cph!
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped
Fixes the reload continuing in third person when switching between identical guns
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty)
Increased sprintmetabolismscale to 1.3 (30%)
Scale is now decided by a new stat on armour - Sprint Effort
Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic
WIP values for now:
Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100%
Heavy Plate set = 100%
Ballistic set (helmet + vest + legs) = 75%
Wood set = 40%
Naked, burlap or cloth basics = no penalty at all
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast)
Just parking on a branch for posterity
Fixed hoppers not collecting body bags
Fix harmless ch47 sounds NRE when disconnecting from a server
▇▅▅▄ ▄▄▊▄▊ ▋▌▊▆ ▄▇ ▍▊▋▆ ▊ ▆▊█ █▍▋▋▋ ▆▅▅▌▇█▇ █ █▍▋█▌▉ ▆▇ ▄▅ ▇▊ ▇█▊▅▇▅
Merge from ballista_bolt_fix
Fixed ballista bolts not working (regression)
Merge from audio_import_changes
Mark all animal footsteps and cow moos as decompress on load
Fixed ExplosionsOverlay never properly resetting
Fixed viewmodel shake not being applied properly
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset
Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Fix shears causing blood fx to appear when hitting a sheep
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
All deploy and door open/close effects now have MaxSpawnDistance components
Most stop spawning around 40m
288 effects modified
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance
Needs some manual configuring still, curerntly flagging 1818 misconfigured effects
Added an inspector UI to automatically add the component with the alculated max distance it should be set to
Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Fixed binoculars screen effect not working with domain reload disabled
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees)
Exposed as an option on the container entity
Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Merge from audio_import_changes
Also applied to water footsteps
Merge from audio_import_changes
All footsteps + impact sfx are now decompressed in memory
All ambience sfx is now streaming
Remove "No marker above the terrain to spawn a new marker from position" log
Fixed buoyancy points never respecting the nextSplashTime interval
Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1
Fixes audio cutting out when driving through storms (starved audio decoders)
DIsable blend shapes on collider_settings import preset
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
▉▆▋▆▋ ██▅▆▇██ ▊▋▌▆▉█▇ ▄▌▄█ ▄▉▊▇▆▌▄ ▌▍▄▋▇▍▌▊ ▅▍▉▌▋▊▆▊▋ ▇ ▊▉▋▉▊█ ▊▉ ▋▋▊▅▅▆▆ ▅▉▉█▍ █▍▇▍▇ ██▄▆ ▋▌▍ ▌▄▉▇▇ ▇▆▉ ▄▋▅▅▍▍▌▇ ▊▊▅ ▊▅▌▌▊ ▅▋▅▅▍▊ ▇▍▍▋▇ ▄ ▊▌ ▋▆▆▍▍▊▋▆▄▇▊▅▇▊▊ ▅▋ ▄▅▌ ▅▊▅▅▉██▆▆▆▊▋▊▋▌▍▇▆▍ ▅▍▍▋▋▉▌▆▊▇▋▍▇▍▌▊▅▄▅▇█▆▉▍▌▋▌█ ▉▋▊▋▉▄
Adjusted the wolf night time eye effect to be more of a pale white instead of green
Didn't change the other animal eyes visually but improved the LOD behaviour
Merge from livestock_animals (shears animations)
Merge from box_collider_authoring
Revert all biofuel asset changes and remove the test asset
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Disable storagecontainer.canrequireauthifnolock in softcore
Merge from boat_scientist_fix
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Fixed scientist spawned boats getting left behind once scientsts have been killed
Show BoxColliderBake component in inspector
Remove source asset id field, now expects a diret reference to the model asset
Remove menu items
Merge from livestock_animals
Fixed shears world model not playing deploy animation (was playing fire instead)
Possibly fixed double firing shears sfx and missing attack event warnings