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14,679 Commits over 2,619 Days - 0.23cph!

2 Years Ago
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string eg. "wallpaper_radius retroa 100" and "wallpaper_radius 10249 100" will both set all wallpapers in 100m to that skin Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
2 Years Ago
Added wallpaper_radius command, works the same as upgrade_radius
2 Years Ago
Created a new water wells test scene, added to the dev scene loader
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Merge from main
2 Years Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
2 Years Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
2 Years Ago
Add NPC/vending spawners to water well C and E
2 Years Ago
Lowered chance of teas in food cache loot table
2 Years Ago
2 Years Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
2 Years Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
2 Years Ago
Protobuf
2 Years Ago
Merge from net_vis
2 Years Ago
Merge from main
2 Years Ago
Merge from npc_dynamic_pricing_updates
2 Years Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Make AccessibilityComponent abstract
2 Years Ago
Don't recreate the decal material if not needed
2 Years Ago
Merge from main
2 Years Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
2 Years Ago
Don't show map marker for water well NPC
2 Years Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
2 Years Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
2 Years Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
2 Years Ago
Unsaved, thanks plastic
2 Years Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
2 Years Ago
Merge from Food_Cache
2 Years Ago
2 Years Ago
Burst compile the bone jobs
2 Years Ago
WIP clear held entity button, not working for some reason
2 Years Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
2 Years Ago
Fixed not being able to edit poses
2 Years Ago
Mask out aim poses on deploy
2 Years Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
2 Years Ago
Working Left Hand IK implementation
2 Years Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
2 Years Ago
WIP left hand IK, still not working
2 Years Ago
Refactor IK to specify right hand, in prep for left hand pass
2 Years Ago
Compile fixes, cleanup
2 Years Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
2 Years Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
2 Years Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
2 Years Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
2 Years Ago
Fixed offset not being 1:1