12,444 Commits over 2,588 Days - 0.20cph!
Market terminal now needs charge from the powerplant to function
Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant
Each transaction costs 10 charge
Marketplace terminal UI shows current charge
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Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Added functionality for a TC to modify upkeep rate based on how many players are authed
Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group
Setup with some very placeholder values for now for testing
Tier 0 - first 4 players add 0% to upkeep
Tier 1 - next 6 players add 2% upkeep each
Tier 2 - any further players add 4% upkeep each
This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep
When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep
Very, very WIP, for internal evaluation for now
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Merge from new_navmesh_fixes
Merge from cactus_impact_effects
Merge from FoundationMeleeLOS_fix
Merge from high_external_wallgate_COL
Merge from MarketTerminal_Names
Merge from AugustLowCraftBuffs
Merge from heavy_helmet_audio
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing
Muffled game audio when wearing heavy plate helmet
Capped fuel pump crude storage amount at dome to 1000 (per pump)
S2P dome
Merge from deepsea_terrain_everywhere
Merge from deepsea_terrain_everywhere
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
Merge from rentableshop_improvements_aug_26
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time)
Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Merge from crude_drain_fix
Merge from rendererlod_collapse_improvements
Merge from hlod_improvements_aug_26
Remove some old debugging code
Regenerate all the HLODs in the game
Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue
Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check
Removed a runtime allocation when a HLOD mesh enters/exits range
Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Merge from rendererlod_collapse_improvements
Fix NRE when using a planner that is placing a collapsed renderer
Add commands to select and direct a given NPC
ai.selectnpc will select the npc in front of the player
ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint)
ai.releasenpc stops the debug control
Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Merge from rendererlod_collapse_improvements
Adjust the position threshold for collapsing a RendererLOD
A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f
Catches a lot more renderers with no visual difference
Fixed collapsed LODS switching to culling later than they should
Fixed collapsed LODS not registering to environment culling
Merge from hlod_tex_sizes
Update the LOD baker to apply these sizes
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see
Should save around 15mb of graphics memory
Add a rename dialog to livestock animals, can only be used while the animal is being led
Infant animals will now stay close to their mother
LIvestock animals now save who their parent is
Added CompletePregnancy convar for debugging
All stats need to be >50% to allow breeding
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby
Hooked up stats to crosshair display
Fixed sizing of stats widget
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Merge from unused_assets_tool
Removing/downsizing some big assets that aren't used as far as I can see
Also got sidetracked looking through our LOD textures, many are too big:
-Deleted explosion_2_high material with associated textures (191mb)
-Deleted Temp_AssetStore_Crocodile.fbx (44mb)
-Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb)
-Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material)
-Reduced battering ram and catapult LOD3 textures from 1024 -> 128
-Reduced floating city structure LOD textures from 1024 -> 256
-Reduced all floating city LOD textgures from 1024 -> 128
-RHIB lods from 1024 -> 256
-All Hemp LOD textures from 512 -> 256
-Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?)
-Pumping station LOD textures 512 -> 256
-Rentable shops LOD textures 1024 -> 256
-Wrecked sedan LOD textures 512 -> 256
-Siege tower LOD materials 2048 -> 256