113,263 Commits over 3,959 Days - 1.19cph!
merge from main -> analytics_server_profling
Adjusted motorbike fuel use
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials
Refactored colored IO lines prefab spawning
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Updated importer to handle different atlassing modes
Added shadow pass
Better shader defaults
Fixed gloss/rough issue
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
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Fixed MLRS screen map stencil sometimes clipping into the players legs.
merge from favorites_fixes_2
merge from electricity_power_fixes/2/doorcontroller fixes
merge from fix_highwall_guide_clipping_movement
merge from /helk_qol_01/barricade_snapping
fixed barricade starting rot
inital pass on barricade snapping
Path invalid errors patched
Barricade always deploys horizontal rather than aligning to terrain
Fixed barricade jump shot
Relaxed Barricade deployment
Toast instead of chat message when attempting to pair a door you aren't authed on
unhinged changes not going to main
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Merged wire-culling into wiretool_fixes2
Fixed colored wires reverted to default color when clearing one of their segments
Cleaned up and refactored wiretool color pie menu
Update arctic suit prefab
Changed semantic slots, added UV debug mode
Fixed high wall building guide clipping through ground when movement was blocking it instead of staying on terrain
Updated wind frequencies
Fixed transmission problem
subtracting
96120 Workshop Normal Map Fix
blunderbus viewmodel set up
When 'Power In' gets powered, if 'Close' is powered as well, close the door
Fixed speedtree shader bsdf settings