110,921 Commits over 3,928 Days - 1.18cph!
fixed compound bbq being hidden away inside a building - put back in party area
fixed driftwood_set_3 incorrectly set lods
Update: TokenBucket implements IPooled
Tests: none, trivial changes
added terrain filter checks to coastal rocks
Update: Sliced-/GranularAudioClip.Grain now implement IPooled
Didn't realize there were extra similar types, added.
Tests: None, trivial changes
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box
servers rules aren't localized anyway, so there's no need to use RustText here
Update: Planner.Guide.Snapping implements IPooled
Another candidate for struct conversion - added it to the task.
Tests: tested with laser light snapping - still snaps
Merge from ai_wolf_iteration
Self intersecting polygon bug on Food_Cache_005
Update: SoundModulation.Modulator now implements IPooled
Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this.
Tests: local session, ran around and shot - could hear steps, impact on different surfaces
Conservatively fix compile error caused by #if SERVER
Make target component API usage more consistent
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
Fixed community UI font loading (introduced by 103397)
Changed the way we load the default font so changing its path won't break CUI anymore
Updated wainscotting icons
Added hex-a-gone prototype
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
Fixed spraycan menu not interactable
Wider and stronger lakeside topology for lakes and oasis UE's
Update: MusicManager.ClipPlaybackData now implements IPooled
Tests: booted in local session, no exceptions
Committing WIP work as need to switch branch
Update: MusicClipLoader.LoadedAudioClip now implements IPooled
Tests: booted in local session, no exceptions
Updating: EngineAudioClip.Grain implements IPooled
Will need to explore further if it's dead script
Tests: None, trivial change
Removed missing guid rocks from craggy
Merge: from main
Tests: none
Shop UI now closes if vendor dies while player is shopping
Setup placeholder clothing loadout
Add NPC/vending spawners to water well C and E
Lowered chance of teas in food cache loot table
Protobuf restructuring, save next refresh time
Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
Merge from npc_dynamic_pricing_updates
Changed the default npc vending machine price update frequency to every 3 hours (was 5)
Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively
Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly")
Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
Added a new physics material - cactus
Uses same settings as grass, currently has no decals
Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants
Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
(on the right branch this time)
Added a new physics material - cactus
Uses same settings as grass, currently has no decals
Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants
Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
Merge from hackweek_accessibility_colourblind
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
Merge from hackweek_accessibility_colourblind
Make AccessibilityComponent abstract