111,799 Commits over 3,928 Days - 1.19cph!
Wider and stronger lakeside topology for lakes and oasis UE's
Update: MusicManager.ClipPlaybackData now implements IPooled
Tests: booted in local session, no exceptions
Committing WIP work as need to switch branch
Update: MusicClipLoader.LoadedAudioClip now implements IPooled
Tests: booted in local session, no exceptions
Updating: EngineAudioClip.Grain implements IPooled
Will need to explore further if it's dead script
Tests: None, trivial change
Removed missing guid rocks from craggy
Merge: from main
Tests: none
Shop UI now closes if vendor dies while player is shopping
Setup placeholder clothing loadout
Add NPC/vending spawners to water well C and E
Lowered chance of teas in food cache loot table
Protobuf restructuring, save next refresh time
Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
Merge from npc_dynamic_pricing_updates
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
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)
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
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
Merge from hackweek_accessibility_colourblind
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
Merge from hackweek_accessibility_colourblind
Make AccessibilityComponent abstract
Don't recreate the decal material if not needed
Small tidy up in bike class
Gave DPV a little more power, felt slow on real-sized maps
Fixed building error messages popping up when starting to place high walls on a valid position
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
Merge from world_update_2
Discard ocean fragments entirely if there's no chance the camera is inside the ocean (fixes remaining depth corruption issues while preserving underwater mask coverage while underwater)
Removed wallpaper glowboard A and B skins
Updated skins list
world_update_2 -> aux2 (again)
Streamlined legacy woodpile material setup
Restored "Player Slots" label in server browser filtering
Restored Wounded screen text positions
+ localized unlocalized strings
Added shark spawner to all divesites
Prevent building on legacy wood pile
Restored inventory "Skins" label position
world_update_2/legacy_woodpile_improvements -> world_update_2
Reduced UI options labels min size so long strings can fit