12,846 Commits over 2,192 Days - 0.24cph!
Hooked up water well NPC avatar
Merge from elevator_ShouldNetworkTo_fix
Merge from team_ids_run_from_server
Revert fix in
104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
Merge from world_update_2
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Merge from world_update_2
Merge from elevator_parenting_collision_improvements
Add an IgnoreParentEntityColliders option to TriggerParentElevator, prevents players from getting unparented from an elevator when they collide with a collider on the elevator
Also has special handling to ignore collisions with the corresponding client/server entity when in the editor
Static planters code cleanup, use PrefabAttributes and remove the id lookup as it won't work through a save/load
Fixed planters being able to plant more than one plant in a slot after a server restart
Increase spawn check timing to 4 minutes (was 30s)
Rebuild manifest
Unsaved food cache loot change
Adjust food cache spawns, removed black berries and raw meat
Fixed water well shop appearing on the map after a server restart
Merge from world_update_2
Removed all child gameobjects on a bunch of loot entities on the server (mostly some leftover model gameobejcts and the empty birthday balloon objects)
Affects crate_basic, crate_elite, crate_mine, crate_normal_2_food, crate_normal_2_medical, crate_normal_2, crate_normal, crate_tools, crate_underwater_basic, foodbox, loot_barrel_1, loot_barrel_2, oil_barrel, vehicle_parts
Removes 1-12 gameobjects per entity
Fix some vendors in bandit and fishing villages not working
Disable the network type on the EnvironmentVolumes in the train stations (stations are higher than tunnels, we only want the tunnels to contribute to the network threshold)
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
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Update the inner lake topology of craggy island so it renders water
Merge from spraycan_shippingcontainer_qol
Shipping container block colour is now saved as ClientInfo so will persist across servers and through client restarts
Fix spray can not appearing in crafting menu if player searches "can"
We search descriptions as well in that menu and too many items have the word "can" in the description, flooding the results (we only take the first 60 results)
Merge from nametags_random_colour
Server now sends a player network upate when a player enteres or leaves a team, fixes the teamID being out of date on non-local clients until the player enters and exits network range
Caused some inconsistent esp name colouring
Merge from world_update_2
Added AmbientLightMultiplier, DirectionalLightMultiplier, ReflectionMultiplier, SunMeshBrightnessMultiplier and MoonMeshBrightnessMultiplier to WeatherPreset
Undo directionalLightIntensityDepthMultiplier changes from yesterday
Merge from world_update_2
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
Applied the network group toggle to the train_tunnel_volume prefab so it's applied across everything
Disable the network group toggle on the slope up and down transitions as they would shift the network group up too much
Fixed thresholds getting reset in Client/Server mode
Merge from world_update_2/dynamic_underground_network_groups
Added a new NetworkType field to EnvironmentVolume
Volumes marked TrainTunnels will now lower the train tunnels network threshold to match the top of their volume
Marked all train tunnel volumes as the appropriate network group
This should resolve entities built on the bottom of canyons being considered underground and not networking to the surface
This includes a cherrypick form the dynamic_underground_network_groups branch
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly
Re-enabled glue models in compound
Merge from world_update_2
Disable the glue prefabs in compound for now to resolve error on joining