121,151 Commits over 4,018 Days - 1.26cph!
Fixed not being able to hatch a new chicken if the coop was full and a chicken died
Fixed being able to place coop underwater
Combine foliage meshes and make use of multiple draw commands to minimise state changes
chicken coop gibs
updated prefab
Fixed give water button highlighting if player has selected a container with rad water
Limit amount of water in chicken coop to 1,000
Coop no longer drops water when destroyed (should drop anything else stored in it)
Merge from crafting_update
Replace SavePrefabAsset with SetDirty in AnimalAnimation DoPrepare, fixes errors when opening a prefab with this component
Added a RequiredCameraDistanceForSfx on AnimalAnimation, allows us to cull sounds by distance per animal
Set to 4m on the chicken coop chickens, should prevent bases being filled with chicken noises if a coop is built inside it
Merge from crafting_update
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Fix item ownership not being transferred when an item is reskinned to a redirect in the repair bench
Rename ItemOwnership.cs -> ItemOwnershipPhrases.cs
Store ownership of item inside the entity when the deployable is placed
Reapply ownership to the item when the deployable is picked back up
Add method to take 1 share of item ownership (incase we do stackable item ownership in future)
Save deployable item ownership so it can persist across saves (incase workbench is picked up days after it's placed)
Refactor ItemOwnershipShare to have `.IsValid()` method (since it's a struct)
Add ItemOwnership to the protobuf of an entity
- allows us to save the ownership that the item of a deployable originally had
merge from laserlight_green_fix
Add ownership phrase to easter egg items
Add ownership phrase to christmas presents
Add code support for ownership to ItemModUnwrap (christmas presents & easter eggs)
- also adds support for items spawned from a loot table to be created with ownership
Fix Christmas Presents & Easter Eggs not giving items
- Unity bug from primitive where it was serializing `allowedItems` cached array as an empty array instead of null even though it was private
Fixed laser light color selection showing red twice - green was using the red token
Add ownership when item is taken from advent calendar
siegeweapons_terrain_proxy_fix -> main
Put on the other catapult World Colliders
- Beehive trigger fix
- More material changes
merge from sirenlight_culling_fix
Fixed siren lights short culling distance
Some optimisations, added a missing LightAmbientLOD on the point light
More circular test bee particles
Two more ways to try and record a players water level for more accurate Bee Behaviour. Use water factor, time since last water splashed and wetness values to try and get a decent view of a players water behaviour
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
Removed ItemInformationPanel.EligableForDisplay warning log
Swapped one hack for a different cleaner hack when handling bee sting damage
flameexplosive_effect_alignment_fixes -> main
Fixed Flame Explosive splash effect not listening to normal alignment
merge from horse2_fixes/handling
Fixed horse head motion going crazy at low framerates
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merge from horse2_fixes/handling
Fixed horse steering tip never stopping from showing up
Steam stat was not properly incremented
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Fixed DLSS server compile errors
Merged DLSS/DLAA AMD crash fix into main
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
tiger ledge attack reexport with no vertical movement