12,640 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Merge from oxygen_qol_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix exception from foliage tutorial change when entering play mode in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ore_resource_optimisations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed outlines on wooden shield and reinforced wooden shield world models
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed another case where spamming equip/unequip on a shield would throw an NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shields not parenting properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to block while in debug cam
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from december24_art_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect biome being selected on new tutorial cliffs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added a tool to dump all animation clips used by the player model to a csv
Crawls through every state machine, sub state machine and override controller in the project
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't spawn the node sparkle until the node is hit for the first time
The first node hit is now considered a bonus hit so there will be no negative resource wise
Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply optimisations to metal and sulfur nodes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added a dedicated express button to the side of player placed elevators that can now be used to go to the top or bottom of an elevator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Double the speed of player placed elevators
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added air wolf 24x7 station
 
                
                
                
                
                
             
         
        
            
            
            
                
                Builtin radio stations are now loaded locally and don't need to be in the station manifest, still verified on server (so we can add new radio stations and they will work on staging)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Surgeon scrubs no longer require workbench to craft
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated vendor listing on map widget to reflect new dynamic pricing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better UI info on sell order
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on vending machine prices changing scrap received when selling items (eg. fish exchange) using the dynamic pricing mechanic
Server will start with fish prices 50% lower, can increase to 100% extra scrap if no fish are being sold
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add the radio as a stand alone entity/item
Set up sockets on relevant vehicle modules
New ModularCarRadio stub class to reimplement behaviour out of the cockpit class
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from december24_art_fixes/tutorialcleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved the tutorial island scene to the Test subfolder so it is separate from actual scenes used in the game or S2P
Created a new TutorialIslandSceneDressing nested prefab that contains all of the content from the scene. Some of this set dressing had been updated just in the prefab and not in the scene so this resolves some issues
Added a big written note to the top of the Tutorial Island scene to discourage edits, we still need the scene in order to rebake out the terrain mesh or foliage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't load the keys_default.cfg file if a keys.cfg file already exists
 
                
                
                
                
                
             
         
        
            
            
            
                
                Generate manifest
Fix cake vm missing viewmodel renderer component and using a LOD
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from monument_scenes_renderlod_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Show the translated gesture name when displaying a cinematic gesture in the gesture picker
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up some leftover server logs ("Bump" and "Hurt")
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed pickup notices spawning in the wrong place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed colliders on all shield world models to match their entity counterparts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Marked shields as equip on pickup
Fixed improvised shield incorrect world model mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed picking up unrelated items would put away equipped shield
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted holster offsets for all shields, mostly fixes them sticking out the side of the camper
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed exception when rapidly switching back and forwards from a shield compatible weapon to an incompatible weapon