129,704 Commits over 4,201 Days - 1.29cph!
persistance++ blueprint wipe
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
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Update(editor): SaveViewer - add a "SyncPos Only" toggle
Need it to figure out what caused high counts of syncpos networkables on the server
Tests: viewed a save from the playtest
Removed 10% tax on WB1
Removed 20% tax on WB2
Common unlock cost: 10 from 20
Uncommon unlock cost: 20 from 75
Rare unlock cost: 40 from 125
Very rare unlock cost: 75 from 500
Values subject to change
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playables_fixes_2 -> naval_update
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights.
- Properly nuke the coroutine method
- Extra protection in the co-routine itself to stop this from NRE'ing
merge from show_toggle_growable_ui
Imported and Implemented the loot storage and 50cal turret sounds
Merge from better_npc_grenades
Remove logs and ddraw, hook to scientist but keep inactive for now
Add null protection to all exposed methods referencing the playable controller
naval_update -> pt_boat_2
Fix pooling issue on sort config panel
Merge from hackweek_boxsorting
Fix rear turret clipping on the ptboat
Added to options UI under Settings / UI / Interaction
Compass reference is broken here too for some reason
Fix lost compass reference
remove semiauto pistol from waterwell vendor
jackhammer price increase
pt_boat_2 -> naval_update
wood armour gloves repose
Added showToggleGrowableUI convar.
Toggles if the show/hide growable UI option appears when looking at growables.
merge from ui_overhead_optims
Cull IO counter canvas by distance
naval_update -> pt_boat_2
Cull all monument RF painting signs by distance
S2P both oil rigs and excavator
(oil rig will conflict with naval_update, will have to be stomped and redone)
Workcart and locomotive cockpit canvases are disabled when the vehicle is off
Also culled by distance
Added GameObjectLOD on missile silo wipe laptop world space canvas
S2P missile silo
More material reduction (case by case basis) on floating walkway kit pieces
fixed cobweb ceiling rotation, adjusted emissive scroll to suit
Added a new option to CullingVolume - AllowOnEntities
Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy)
This is off by default as if it was used on an actual entity it could have some unintended side effects
Enabled on all of the floating city volumes, S2P all cities
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Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
Merge from hackweek_boxsorting
Added server.allowSorting convar as a safeguard (defaults to true)
Merge from hackweek_boxsorting
Fixed storage adaptor input slot not showing handles
Only allow sorting while powered
Remove automatic mode
Apply translations
Merge from water_jump_height_change
Increase jump up height when exiting water onto a ledge (13 -> 18)
Fix ammo vis not initialising properly in some cases