139,367 Commits over 4,474 Days - 1.30cph!
merge from jukebox_scroll
Merge from PlayerMaintainedMonuments
Added NotifyLOD to regular Boomboxes prefabs, to match LOD behaviours of others
polished up jukebox LEDScreenScroller script
added NotifyLODs to jukebox for both the main Boombox and LEDScreen components
UZI 9mm texture pass and LODs
Fixed T2 and T3 workbench corpses in softcore not having a loot container causing you to lose your workbench upgrades
Harvestable wreckage setup - remains too hot to harvest until crates also cool
Water Pipes audio changes and added stings
Pool Table - Cleanup files
last remaining removal of one material metadata that didnt commit before...
Pool Table - Clean-up of prototyping/duplicate/old files.
removed duplicate of Pooltable material
removed it's textures
removed ball prediction material and shader (not in use)
removed redundant textures
removed greybox meshes
renamed models materials and textures with proper standardised conventions
ensured proper metadata setup across models and textures
minor change in the poolballs albedo texture
removed references to outdated files from prefabs and replaced with proper ones
all tested and working as before but a lot cleaner files
Merge from PlayerMaintainedMonuments/powergrid
- Revert making ladders deployable on powerline poles, instead powerlines have invisible ladders on them. Revert a bunch of changes to accomodate for ladder deploying including the folly of making powerline poles entities
- Keep powerline pole entity asset in project for now to not potentially brick any current demo saves
- Powerline poles cannot be climbed inside monuments. Can't plug into them there anyway
- S2P powerplant, launchsite, outpost/compound
Actually save my changes properly before committing this time, also moved the trash can so its not clipping into the fence.
Set the satellite remains to use the mesh as a collider for now
Fixed the bench mounting on the wrong axis (again) ran s2p
merge from terrain_anchor_tooling
TerrainAnchorRingGenerator tool to set up better rock prefab terrain anchors
- generates a silhouette ring of arbitrary set of meshes in prefab and then projects points onto it to get anchor placement with configurable backoff and spacing
merge from mission_screen_flicker_fix
Fixed compass clipping through shield when bracing
Fix screen flickering when starting a conversation with an NPC, caused by delayed position updates after the player gets frozen in place locally
Merge from PlayerMaintainedMonuments
added more gibs to collapsed debris monument blocker
Switch cooldown to use game hours not real minutes. Switched it to a range (satellite.cooldown_hours_min to satellite.cooldown_hours_max) and set it to 12-16 hours.
Merge: from fix_app_turretcontrol
- No changes, just plastic history graph cleanup
Increase descent time from 5 minutes to 10 minutes.
Remove old placeholder gibs (heli stuff) code and prefabs.
added new jukebox lowpoly
Upgrade "prefab not found in any asset scenes" log to a warning
Switch ItemAmount to ItemAmountRanged for computer powerup cost list.
Powerup cost is now 6-12 tech trash instead of a constant 10.
updates to new station blockouts
Bump thruster distance from 100 to 200
Randomise nudge direction when tightening radius, don't just use thruster directions, and vary (and increase) the direction moved.
Pick a random spot on the map for initial target location when taking control of a satellite instead of starting near the control computer.
Merge from gas_station_maintainables
Merge from rustnav_draw_fix
Fix missing tile ids and dynamic navmesh support
Fixed fuel pump amounts - they were being clamped and calculated incorrectly
Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
Merge from terrain_renderer