14,336 Commits over 2,800 Days - 0.21cph!
Adjusted build volumes to rule out some clipping hopper placement scenarios
Fixed players harvested by the hopper not getting the proper skull player assignment
Added hopper socket to medieval box
Only let 1 item get added to the move queue at a time
Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak)
Fixed hopper throwing an exception when more than 128 world items are in it's radius
Better handling for backpacks, extract all items
Hoppers ignore backpacks (temporary fix, will get this working later)
Small status widget update, break out vitals into a new prefab with tooltips and bigger progress bars
If chickens are below 50% happiness they will slowly start to take damage, if above 50% they will slowly heal
Farmable chickens now take damage and drop corpses like regular chickens
Names
Added a slot for produced eggs in the chicken coop loot panel
Chickens now lay eggs periodically if they are happy (randomised, so the happier the chicken the more eggs)
Added a slight tint colour randomisation to each chicken (experimental)
Farmable chickens don't collide with player movement
Added a crosshair panel to show stats of each chicken when the player looks at them (like the plant genetics display)
Chickens now animate correctly
Fixed sfx not working, falls back to normal chicken sfx
First pass piping update data (similar to IO tool)
Created farming inventory loadout
Chickens can eat and drink
Added server.fillChickenCoop command
Hook up sunlight tracking
Refactors for future content
Added sunlight stat
First pass new model setup
Added a slight delay before items start moving
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
Some basic handling for full containers, this will need more work
Hopper now harvests everything from corpses
WIll take all items from a ResourceDispenser (animals and players)
Will take all items from any inventories (players)
Abstract hopper behaviour into new IHopperTarget interface
Implement in BaseCorpse
Misc prefab setup, guide meshes, icon
Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Fix demo button appearing if player has no demo folder
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Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Mark the fields as non-serialized instead, should break less stuff
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
Fix shields not being usable again if they are fully broken and then repaired