111,881 Commits over 3,928 Days - 1.19cph!
Re-exporting large oilrig vent mesh with correct normals
Redid the small rig vent collider to be like the large one since the large one does work
Subtract
98066 (trying to fix broken build)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
thumb_up
33
thumb_down
133
Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
thumb_up
18
thumb_down
83
Merge from sprint_seed_fill
merge from main -> allow_barricades_monuments
Fix unity somehow removing "Show Building Blocked" I added to the options menu
Don't show red building boundary around substations inside monuments (only outside or on edge)
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds
Old helicopter collision behaviour:
- 0 - 18km/h, no damage
- 18+km/h, take away a minimum of 15% health, increasing with speed
That wasn't working well for ground driving, where hitting obstacles would quickly deplete health. New rules:
- 0 - 25km/h, no damage
- 25+km/h, take away a minimum of 5% health, increasing with speed
Damage from high-speed crashes remains the same.
Merge from hackweek_renderlod_collapse
Changed helicopter grounded calculation to be more lenient in general
Clean up and standardise PlayerHelicopter file formatting
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Only show building blocked to 100m from outside of border and 15m inside of border of building blocked
- convar to modify distance `building_blocked_preview_distance`
Fix item URLs no longer working if they're listed in a Cannot Buy category in as a Steam item, but are secretly still available to buy on Steam via some other purchase method, e.g. Ice AK. 😩
Fixed the tax rate of the tech tree being decided by the workbench level and not the tech tree level, fixes incorrect tax rates being applied when opening up lower tier tech trees from a T2/T3
Don't create a URL for Steam items where the price is "Cannot Buy", e.g. Boomer fireworks (apart from Pattern Boomer, which is on the perm store).
Added working URL for permanent store items that aren't UnlockedViaSteamItem or a DlcItem, but still have their own store page (e.g. Industrial lights). Fixed the order we look at things to get AK variants working again while keeping hazmat variants working.
Mark `show_building_blocked` as a saved convar
Expose `Show Building Blocked` in the options menu
Add `show_building_blocked` convar to disable the building preview on client
Add `show_building_blocked_server` replicated convar so servers can turn off the feature (if needed for modding)
Codegen
WIP fix for low opacity not actually being low when spacing is very low
Output detected explosion vibration level regardless of the current energy
Increase height of supermarket building blocked box to clip underground slightly (like the sphere did)
Change supermarket to only a single square `prevent_building` collider
- removed the extra sphere collider but resized the square to be the same overall shape
S2P supermarket
Show building blocked of monuments with the BR sphere effect
- will only show monuments & caves (not roads or rails)
- only will show when holding building plan
https://files.facepunch.com/jakerich/IgNQuA7CXFEAEXaM/1TDceAwIsJp7iV7A.mp4
Added mantle to cinematic setup
Applied & fixed damage effects
Renamed 'Passthrough' to 'Power Out'
Re applied
98023 (tech tree)
merge from analytics_save_profiling
merge from qol_turret_interference_feedback
Merged main into io_seismic_sensor
merge from qol_hammer_pie_menu_consistant
merge from qol_block_explosives_in_tc
merge from horses_backwards_movement
merge from electricfurnace_qol
merge from signs_io_ui_fix
Fixed remaining signs showing power usage 0
Some refactor/rework.
Added restrained flag.
Removed some RPCs.
Restrained players can now be looted (not just surrendering)
Fixed push menu showing for all players. Push now shows if restrained only.
Interaction functionality is now tied to being restrained, not locked inventory.
Add paint.leftsided convar to change the painting UI to be on the left side of the screen instead of right
Updated physics material and destruction sound to metal
Fixed IOEntityEditor NREs with no outputs entities
When the electric furnace is full:
- pause cooking instead of turning off
- resume cooking when an item stack has been removed