111,849 Commits over 3,928 Days - 1.19cph!
merge from samsite_togglemode
Props folder, second pass converting to MeshLOD
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
Correctly hide the progress bar when unlock minigame finishes successfully
Added ItemModForceWearFromBelt, added it to prisoner hood.
Prisoner hood is now force worn when added to a handcuffed player's belt bar.
Fix framerate dropping to near zero when painting quick long strokes
▌▊▌▋▄▍ ▄▆█▅▋ ▍▊█▌▉ (▋▋▆ ▍█▅▄▄▉ ▇▊▉▍▍▍▇), ▄▊▍ ▅▇▅▉▋▄▇▍ '--▊█-▉█▍██▌-▊▊▆█▋▊▋▅▊' ▇▉▇▉▆█▍-▄█▊▆ ▉▅█▌▄▅▇▊▄ ▍▋ ▄█▄▇▊▋▆ ▆▉▊▄▌█ ▉▄▇█▄▉▇█▌ ▆▆ █▅▇▇▉▆▄
Props folder, fist pass converting to MeshLOD
Removing MaterialSetup components for snow
Active held entities are notified when owner dies.
Unlock handcuffs on death, releasing player limitations for when they respawn.
textured tricycle with LODS
Handcuff statuses are now correctly applied when handcuffes are placed during wounded state.
Locked handcuffs can't be removed from belts.
Added ItemModRestraint
update no build volume at train_tunnel_double_entrance_b
merge from meshlod converter
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
merge from ShelterColliderFix
merge from ScrapHeliSpeedoFix
merge from solarpanel_damagepickup
merge from teslacoil_clippingexploit_fix
merge from meshlod converter
RendererLOD conversion fixes
Added ItemModForceSelectFromBelt and related implementation.
Allow handcuffs to be applied to wounded players
Merge from fishing_changes_june_24
Unchecked "Exclude Main Light" in Deferred Extension script on the Skin Viewer camera. This setting was preventing some of this week's skins from being visible
Revert the chair prefabs, they were just for demonstration
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters
Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets
Fixed both menu options not working Undo properly
Legacy shelter front colliders now more accurate, fixes floating CCTV cameras
Scrap Transport Heli speed on the airspeed gauge now matches actual speed
Don't show camera distance or converter options on RendererLOD/MeshLOD inspectors when inspecting an asset
Merge main -> HeliDrivingImprovements
Fixed fish trap not being able to accept whole fish as bait
Fish trap can no longer catch the same fish being used as bait
Fixed fish trap result item not stacking correctly
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Updated the bait value of the unused berrry items
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Merge from hackweek_renderlod_collapse
Fixed wooden_crate_a, wooden_crate_a_red, wooden_crate_e_red, wooden_crate_e renderers set up with multiple empty LOD states
RendererLOD will no longer collapse a renderer with multiple empty states
Solar panels no longer take damage when picked up
Trying steam overlay URLs again
Increased fertiliser output from bone fragments in composter from 10:1 to 4:1
Merge from meshlod_converter
Update MaterialSetup to not target children if we convert to a MeshLOD
Don't offer the MeshLOD conversion if the minDistanceMultiplier isn't 0 since MeshLOD has no equivalent feature
merge from allow_barricades_monuments -> aux2