12,220 Commits over 2,557 Days - 0.20cph!
Hooked up testing patrol path
Update walk states
New LIvestockAnimal class, Cow now derives from that
Merge from skin_randomiser
Added support for builtin skins to have a random selection of materials
Exposed as MaterialRandomSet, stores an array of material arrays
Randomised based on world position so it should consistent between clients
Merge from attachment_fx_fix
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side
Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this
Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Merge from bag_compass_marker
Add the option to display a sleeping bag/bed/etc on the compass
Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected
Matches the existing mountable gizmo behaviour
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Merge from workshop_subsystems
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene
Sub systems can now be initialised with just a PlayerModel and no BasePlayer
Merge from invoke_cleanup
Fixed a missing CancelInvoke in Climate
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client)
Notable cases I left untouched: CommunityUI
Notable cases I fixed that might fix bugs in game:
-UVTextureAnimator, looks like it might be used for some blood fx
-WillifeHazard scaling (snakes)
Merge from terrain_copy_window
Added a car lift to dome (editor only)
ElectricGenerator now saves/loads it's requiredPowergridStage
Otherwise any setting to this in monuments would be lost on server restart
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
Server fix, grey out foliage option at edit time
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX
Updated it to bake out the terrain, using the terrain baker from the tropical island
IOEntityEditor is now a dockable toolbar
Fix NRE on boot of standalone monument scenes (PowergridManager)
Cow will now run if the player it's following gets too far away
Fixed codegen not being able to generate code for entities in namespaces
Added follow interaction to cows, they will follow a player who interacts with them until dismissed
Added livestock scene to dev menu
Merge from roof.bottom.line conditionals consistency pass
Merge from apartment_complex_monument (swing jumping)
Fixed redundant RendererLOD on door.hinged.industrial_a_e
Fixed missing MeshCull on CCTV yaw mesh
Merge from scene_check_tool
Fixed HLOD renderers appearing as renderers without LODs in scene checker
Removed old tools, now replaced with unified SceneChecker
Fixed some water catcher panel help issues
Added a display of which modules will be spawned on the test cars in the vehicle editor
Saves having to click through into the scriptable object
Updated dome setup with new art
Moved the fuel pump models into the entity itself