111,215 Commits over 3,928 Days - 1.18cph!
Fixed server events being removed from list of events when disabled
Fixed toggling server event not being printed to server console
Horse clipping checks
Created new saddle prefabs
Prevent movement colliders
Set up jungle ruins beam kit prefabs
Add convars to modify server events
`print_server_events` will list all events & their settings
`set_event_enabled <event> <true|false>` will enable/disable events
`set_event_min_delay <event> <delay>` will set in-game hour minimum delay
`set_event_max_delay <event> <delay>` will set in-game hour maximum delay
-Ballista LOD material fix
Create primitive gamemode prefab
Also expose ability to modify a weapon's workbench level via an override
Add ability to override crafting cost & crafting time of items based on the era
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
Cleanup of avatar masks for player/humanoid animations + added a collection of masks useful for isolated anim playback.
Merge from media_projects/player-copy-fixes
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
First pass on hopper functionality
Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container
Holosight reticle now resets to the default red colour while the NVG camera is on, eliminating the slightly different appearance of the different colours combined with the NVG post fx
Automatically switches back to the selected colour when the NVG camera is disabled
Environment volume updates for the above ground / below ground transition pieces
Environment volume updates to better fit the shapes of the underground train tunnel segments
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
Replicated horse head turn
Save item to disk immediately when modifying era of item via era editor window
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Fixed normal compression with workshop imported normal maps and normal maps exported to steam
Add convars to control what building grades are allowed
- `upgrade_{grade}_enabled` will remove upgrade tiers
- `upgrade_{grade}_cost_multiplier` will increase or decrease the cost
- `build_twig_cost_multiplier` is used for twig
- replicated so applied to both the clientside UI & server resources taken
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Moved siege tower drawbridge notifiers to a slightly better position
Removed old towing code left on modular cars
merge from siege_weapons (horse siege harness)
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
edited vm mini crossbow shoot animations