137,029 Commits over 4,352 Days - 1.31cph!
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Storage box store page media 3
Storage box store page media 2
Storage box store page media 1
Storage box pack store page
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants
- ran s2p on all tropical islands
corrected inverted sphere gizmo
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
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initial non-trigger AI WakeZone
deepsea.wipecooldownmax default value set to 1h30
Store content json use pascal case
Update(tests): cover all speedhack_protection levels in tests
Tests: ran unit tests
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Merge from collectable_optim_pass
Fixed clear dying option not working when tapping E on a dead plant
Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair
Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants
Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness.
Only affects staging.
Affected things:
- PT Boat Turrets
- Flamethrowers
- Autoturrets with Generic Fireables
- Attack Helicopter Turret
Add sleeping bag icon to the sleeping bag button prefab
Show icon if the bag is inside the deep sea
Make separator slightly smaller
Add separator prefab to the death screen prefab
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa)
Position separator prefab inbetween the different locations of bags on respawn screen
Allow server to indicate which bags are currently inside the deep sea
Possible genetic growable crossbreeding fix
RidableHorseAnimation rewrite, big cleanup and some new features
Added kill switch for every motion
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels
Safety checks for PartialMobileStaticGrid
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever.
(lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
start of set dressing in kiosk F
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
set conditional models of storage boxes mesh cull to 20 from 50
Update: expand isspeeding test coverage by generating index permutations
Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it)
Tests: ran unit tests
fix rotation tool transparency
Fix profiler samples in Find and TryGetEntity
Update: add a couple more test positions for unit tests
Tests: tests pass