14,621 Commits over 2,619 Days - 0.23cph!
Fixed stag not responding to ai select/move commands
Merge from vehicle_panel_nre_fix
Hypothetical fix for NRE on VehicleEditingPanel
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static
This should allow us to use MeshLOD/RendererLOD on dropped items
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup
LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values
Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing)
Add an inspector warning to MeshLOD if the same mesh appears multiple times
Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Add the vendor to the ranch, s2p both
Fixed animal leads not working after purchase
First pass on npc's selling baby animals to the player
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
LeadingPlayer is now a Synced field
Compile simulator now passes
Fixed most compile errors, still one issue
Hitch & Trough now has a water container on the right, supports fluid IO
Livestock can drink from trough
Added a storage adaptor to the food portion of the trough
A few more tweaks to the ragdoll copier to save some clicks
Bull ragdoll
Cow ragdoll joint improvements
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another
Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup
Should make copying the setup over to the other rigs faster
Fix NRE when a livestock animal dies
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough)
If an animal is in an overgrazed area they will display a label on the popup when looked at
Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Disable shield compatibility with flashlight
Update the item information panel when a player changes the selected skin when crafting
Fixes egg vision not appearing when changing between wolf headress skins
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Clean up allocation when mounting a car
Removed a 296b allocation every time the player zoomed in using a scope
Hardened GetScopeMod to try and prevent a rare NRE
Added an overlay opacity slider to the preview tool
Merge from effect_recycle_glass_fix
detachTime and recycleTime is no longer read only
Don't set those times to 0 at build time if no particle system is present
Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
Hooked up randomisation on alien costume vm
Merge from vm_randomisation
New milk item placeholder
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Hooked up fur shader toggle when shearing is ready
Added readytomilk and readytoshear debug commands
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Animals can now eat from a trough, will prioritise that over grazing on grass
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Hooked up male calf prefab/material
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Merge from footstep_heavy_armour_fix
Fixed player footsteps not playing when slowed by excessive amount of armour
Affects players wearing full plate set as well as diving fins while walking on land
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector
When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode
Supports multi select, also draws a box around the object in the scene view with a label for it's LOD
Works in prefab editing and in the scene view