12,343 Commits over 2,557 Days - 0.20cph!
Remove satellite event chat log
Fixed power icon on satellite computer
Added clan events:
Turned on oil rig switch
Turned on water treatment plant (awarded when the gear is consumed)
Inserting a heavy fuse in power plant
Launching a satellite
Looting a satellite crate
Scores wip
Removed strings in entity names of airdrop rate terminal and chinook call terminal
This will break saves, better to do it before force wipe
Demo compatibility layer should ensure demo compatibility
Doubled cull distance of airfield terminals
Merge from water_treatment_plant_maintainables
Expose where to implement an analytics event for fuse inserting
Fixed fuel tanks missing from HLOD at dome
S2P
SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Merge from boombox_volume_interact
Added a raise/lower volume interact prompt to deployed boomboxes
Moves in 20% increments, can't go lower than 20% volume, starts at 100%
Unsaved wip from yesterday
Added serialized name for animals
Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals
Added ai.renamelivestock convar
Remove an unused 2mb texture from the chicken coop UI
Boilerplate for animal breeding, triggered via console commands for now
Better transition if animal starts moving while grazing is ending
Nudge the air drop freq button over slightly
Merge from airfield_maintainable_features
Clean up the airfield debug convars
Fixed Pressbutton_compact animation not working
Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge
Enabled on both airfield terminals, triggered via a new button on the terminal
Livestock now gets saved, unlike other AI
This has caused massive problems in the past, so yolo I guess
FSM isn't saved/restored but we can probably get away with that
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Fixed missing interact collider on lamb
Fixed following behaviour not working due to grazing taking priority
If an animal is hurt while being led they will forget about who they were following after they flee
Aging boilerplate
Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab
If no next stage is provided then the animal is just killed (old age?)
Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Lamb setup
Fixed prevent building volumes too large on all livestock
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones)
Set up calf hitboxes
Merge from redirect_crafting_fix
Fixed item crafting not accepting redirect skins as ingredients
Fixes not being able to craft a stone spear with a NY wooden spear
Merge from CompassShieldViewmodel
Jukebox particle fx now plays in time with music
Possible fix for sfx error when entering network range of dome
Merge from sleeper_hardcore_fix
Fixed not being able to loot sleepers in safe zones in hardcore
Added some pfx when the crude oil is pumping at dome
Halved crude oil rate
Doubled duration of rig timer
Same amount overall, now just takes 20 minutes
Can no longer knock on the garage door at gas station
Rename the garage door prefab to remove the space in it's name
Added another oil pumping switch to small oil rig
Produces 0.5x of the oil of the large rig for the same duration
If both oil rig switches are flipped the pumps will produce 1.5x the oil
S2P both rigs
Merge from rustnav_draw_fix
Fix missing tile ids and dynamic navmesh support