254,395 Commits over 3,990 Days - 2.66cph!
Merge from rotation_parent_fix_2
merge from dismount_player_rotation_fix
merge from demo_button_fix
merge from supplydrop_flyhack_fix
merge from shield_info_fix
merge from horse_double_ragdoll_fix
Implemented visibility system for chickens (taken from recent horse implementation)
Setup new material and foliage asset, improve grass blade shape, change instance data to use bezier curves.
Fix leaderboard being case sensitive
Update forum when posting
Refresh forum list on new post
Send pubsub message last on reply/thread
Discreet link to forum
Move need updates into a budgeted work queue
Leaderboard backup, run #
17549
merge from main -> hackweek_modding_improvements
merge from custom_url_tag -> hackweek_modding_Improvements
Include level url in tags so you can get the custom map by querying server
merge from custom_vitals -> hackweek_modding_improvements
Add ability for the icon to be changed
- use textureId just like CUI
Merge from modding_prefabs
More rocket splash test scenarios
Improved the gizmos, refactoring
Berry bush static prefabs (all colour variants)
Medieval metal door static prefabs (single & double)
Static variants of food cache prefabs (001-005)
Adjusted build volumes to rule out some clipping hopper placement scenarios
Fixed players harvested by the hopper not getting the proper skull player assignment
Add `test_custom_vitals` command to test modding vitals works
Add code to create custom vitals when the CustomVitals RPC is sent to the client
Add CustomVital template to GameUI.Hud.Vitals.prefab
Added hopper socket to medieval box
Chef kiss gesture - animation + setup. Added icons for all 4 gestures.
Add protobuf for custom vitals message
Add ClientModdingEntity to handle RPC for custom vitals
Fix unreliable rigidbody transforming with position editor tool
Only let 1 item get added to the move queue at a time
Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak)
Fixed hopper throwing an exception when more than 128 world items are in it's radius
+ BaseEntity.SyncVar (doesn't compile)
Added implicit conversion operators
Add correct list of allowed types
Proper client receive method
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Deployed beehive spawns particles as well should it have a nucleus and enough comb
Enable bee particles on the beehive if it has bees in it