110,898 Commits over 3,897 Days - 1.19cph!
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
Merge from fog_motion_fix
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby
Reduced the frequency from twice a second to once every 1s-1.5s
3rd person movement stuff
Allow wolves to perceive other NPCs through occluders, but not players
Have wolves prioritize players that attack them over animals they are hunting
Fix bug where wolves were faster than light
Reduce the speed at which wolves eat a corpse
Add more ai debug toggles to rust editor
Optimize wolf path following, 60% speed boost
Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready
Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
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Fixed bug where admins in god mode take 1 bleed damage on fall
Fixed paddling and above ground pools showing power usage 0
Disabled the duplicate translation error for now, need a better solution
Fixed random typos reported on Crowdin
Fixed typos in seed item descriptions
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PlaceCliffsUniform improvements
merge from fix_reserved_slot_kick -> main
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
Rock formation density improvements
traveling_vendor_fixes -> main
Attempt to fix get path index ahead NRE
More work on ziggurat interior
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
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Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
Fixed death screen 'Respawn' button text being truncated in Finnish
Set prevent building radius to is trigger on new divesites
Removed 'doorway_desc' unused phrase from a bunch of prefabs
Update: output results in micros for Recursion test
Tests: ran the benchmark, confirmed output
radtown_npc_drivethrough -> world_update_2
Adjusted entry triggers at radtown to increase reliability
Minor fixes, removed unused phrases
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Bradley now sucessfully enters and exists splines when at the end/start of radtown
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Compile fix (Translate is client only so the localization tools aren't available in SERVER only)