115,568 Commits over 3,959 Days - 1.22cph!
Some materials wanted further updates
Reserialize all materials and a few related files
Turret will only accept the ammo of the current equipped gun
UNITY_EDITOR around OnDrawGizmosSelected in NPCShopKeeper
Adjusted sleep threshold down to 0.01 (was originally 0.005, then 0.02). Had rare cases of things going to sleep in bad positions.
Merge FitToColliderEditorTool -> main
Merge GizmoCleanup -> main
Split up score events for hacking crates so half is for hacking and half is for being the first to loot it
Add a score event for looting an elite crate
Bit of refactoring to keep this clean
merged from switch_passthrough_fix
merge from more_radius_skins
merge from wanted_clothing_fix
merge from industrial_pipe_log_spam_fix
merge from waterpistol_anim_fixes
Added basic placeable shelter.
SuperTea farming buff, removed health effect
Don't spawn water junk piles under boats
Junk piles manually trigger UpdateSurroundings when destroyed
Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
Show a blue placement flag whilst sweetspot detecting, before real flag is spawned.
More lenient sweetspot.
Added a spawn radius buffer.
Increase UI lerp speed.
radiation volumes
interactive props
environment volumes and veils setup
placed individual props/structures back
scene hierarchy cleanup
merge from fix_skin_item_sfx
merge from tc_storage_adaptor_fix
Blink sweetspot notches when in sweetspot range.
Colour tweak.
merge from conveyor_build_fix
cherrypicking multi_tea_fix
Separate long range & sweetspot bars.
Calc tweaks.
Increased UI lerp speed.
Temp placement effect for flag.
Source tweaks.
merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
merg from CorpseVehicleCollisionFix
merge from report_name_fix
merge from rail_network_link
merge from base_decor_DLC
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue.
Removed IOEntity.framebudgetms convar
Added IOEntityconvars:
-frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities
-frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities
-frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities
-frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels
-frameBudgetGenericMs (default 1ms) - currently unusued
-frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
Added 3 additional stone tiled cube prefabs
Basic item and icon setup.
Added icon render scene to scene loader.