127,076 Commits over 4,109 Days - 1.29cph!
VehicleLiftObstuctionSensor removed. Use a basic TriggerBase instead.
Free the old magnet occupant properly
Update magnet snap to use a similar system to VehicleLiftOccupantTrigger
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Fix another null check problem
Rewrote occupant trigger to use a more logical TriggerBase system. Adjusted layers on obstruction sensor. Protocol++.
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Add player.wakeupall server command (good for waking up lots of bots after a server restart)
Fixed inventory.copyto not working when called from an input binding
inventory.equipslot no longer looks for a player in front of the calling player (only works by passing in a player name)
inventory.equipslottarget is a new command that takes no arguments and looks for a player in front of the calling player (good for input binds)
Composter protobuf and serialization.
More composter wip. Merged from main.
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Added FertilizerQuantity to ItemModCompostable so that different items can produce varying amounts of fertilizer. Composter checks an item is compostable and uses FertilizerQuantity to produce the correct amount.
[D11] New 4 way blend shader for concrete at launch site
[D11] + Turned off the shadows of more particle systems
Made a bunch of items compostable.
Added ItemModCompostable and Composter checks for it.
+ changes to make the Blood effects more red
[D11] Fixed 3333 Icons in the connected players window now change correctly when a player is Blocked/Unblocked
Fixed GameObjectRef references
subtracting entity_parenting_2
[D11] Further Cloth Material Updates. (Unity didn't recognise until save)
[D11] Cotton Shader & Clothing Material Updates
+ fleshbloodimpact effects now contain the correct group of things need
[D11][UI][#3388] Comfort HUD icon is now green
Merge from skeleton_optimizations
+ Changes to the PS_Blood_BulletHit particle. on hit it still shows up as magenta is it something in code
[D11][#3385] Fixed floating handle issue in gas station
Fixed sash not getting removed.
Fertilizer now boosts growth rate.
Fixed growth bonuses such as light getting cancelled out.
LookAtPlant now uses GrowablEntity.
[D11] Add decal projectors to impact fx & enable instancing variants on related materials. Also updated scaling on impact decals.
[D11] Changes to Lighthouse and Harbor_1 SLOD
[D11][UI][#3390] Fix for crash in quick craft menu
Updated ASE shaders from template
renamed some items/code for fertiliser/fertilizer consistency
[D11][UI][#3377] Changed PSPlus check to async to avoid hang on menu
[D11] Disable spawning of caves
[D11] [UI] Removed Dirtiness/Hygiene vital from HUD as it is unused but was requesting translations.