113,806 Commits over 3,959 Days - 1.20cph!
Fixed IsSeatClipping direction not being normalised
Merge fixes in some random prefabs
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways
Assign deployables to room(s) based on the floors they are on
Command to hide everything inside walls so esp cheats don't work
merge from fix_send_inventory_nre
Fixed triangle center position being incorrect
Fix -180 degrees not being handled when discarding invalid faces
Triangles & squares both work when splitting into rooms
Remove foundation faces that are on top of eachother (think of two foundations beside eachother, you don't see inner sides)
Fix triangle foundation wall facing inwards instead of outwards
RNG'd occasional high impact hits, because all hits being samey is boring
More debug visualization commands
Rooms now correctly connect
Add bunch of debug commands
baked harbor grounds meshes
specific collider meshes for grounds - removed old duplicates
bunch of biome visuals compliant prefabs
simple colliders for damaged scientist turret
harbor2 level update
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Actually create the meal output items
updated diesel_collectable prefab
Fixed situations like chicken kebabs vs. mixed kebabs. Doing some fairly advanced filtering now.
Harbor2 scene hierarchy cleanup
baked to mesh vertex paint grounds LOD0
S2P
subtract map_entity_load_fix
Actually convert ingredients to meals
Potential fix for NRE's in SendUpdatedInventoryInternal
Oops, needs the .translated
Revert accidental MenuUI commit
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Fix unassigned fuel grid + other bits
Stop inheriting from furnace stuff, we're moving too far away from it. Let's do our own thing so we can go our own way more easily.
Rooms connect but closest face isn't working correctly
Add faces to square foundation and triangle floor
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
Defined all 13 meals and their ingredients in a scriptableobject. Grouped all fruits/veges/meat/fish. Edited and created a few new meal combos.
Ok seems to finally connect faces of walls & floors correctly
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Simplifying. Let's make the cooking devices more similar to the furnaces
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Wrapped up the cannon module: added audio and vfx, implemented the UI
Improvements to template processing + wip barebones Standard ASE template
Fixes, built locally and tested to confirm it works
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
Merge from map_entity_load_fix
Reverted wizard bandana albedo texture to normal quality due to a bug in HQ compression
Added fall damage tea, halves incoming damage
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well