111,915 Commits over 3,928 Days - 1.19cph!
Fish bait value changes:
-All fish based food now has no bait value and cannot be used to catch more fish
-Raw Bear and Wolf meat is now worth 10 bait (was 5)
-Raw human meat is now worth 10 bait (was 1)
-All berries are now worth 1 bait (was 0.5) and can be stacked up to 5 times as bait
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Added the ability for more than one lure item to be used at once when fishing, applied to worms and grubs up to a maximum of 3
This means that a stack of 3 worms and grubs can be used to catch high value fish
Applies to fishing rod and trap
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Simple shark now requires a depth of 5.5m to fish (was 5m)
Fish traps are now considered to be fishing at 5m regardless of their location (fishing trap can now get all fish except for shark due to depth and orange roughy as it's only available in a moonpool)
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Fishing trap now uses the same fish selection and bait logic as the standard fishing rod (different catch options for fresh water/ocean water)
Converted FishLookup object to a scriptable object
Inner lake on Craggy Island now correctly registers as fresh water when fishing via either method
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Fix F8 menu not updating when you switch servers
Fix building plan resetting to foundation when moving in & out of hotbar
When skinned items are added to the repair bench, it now shows the name of the skin
Always show demolish & rotate option in hammer but grey it out to reduce misclicks when upgrading
- add ability for context menu options to set their scale independantly
- scale the demolish & rotate button to 70% of the normal button size
- implement existing scaling of building plan pieces with the new size scaling options
https://files.facepunch.com/jakerich/CDSmjPwR6Ul4HZE8/R1GgHH2QlKRN5FYn.mp4
▅▅▇ ▇▋▊▋▇ ▍▋▅█▅▉▊▊ ▆▉▉▊ ▄▊▇▅█▆▊ ▅▅▌▋▊▍▇▇ ▇▊▍▄▋, ▍▌█▇█▉▅▌ ▌▇▇▋▆ ▊▌▉▌ ▆▍▉▍▊ ▅▄▍█▉▋▆▆▄▇▉▋ ▊▆ ▆▍ ▋▌▄▌▆▌▉ ▄█ ▆▉ ▋█▇▍█ ▌▇▋▇ ▇▍▄█ ▊▉▇▍▅█▄▉▆▍▉▄ ▉▅▇ ▇▉▍▄ ▆▆█▋▊▇▅ (▍▆▉ ▍▉▋▌▉▅▊█ ▉▍▍▆ ▍▉▉▌▍ ▌▋▄▇▋█▍▋▆▆▋)
Helicopters no longer roll on slopes if the engine is off and there's nobody mounted. They apply "handbrake" instead
Merge main -> HeliHandbrake
Can now open and unlock techs from the lower tiers of workbench when using a higher tier (eg. T3 workbench now allows access to T1+T2+T3 tech trees)
Create a button per tech tree in the workbench panel
Convert workbench loot panel to a prefab rather than S2P
S2P bandit town and compound (monument workbenches share the same feature)
- Fixed scrap heli not being driveable on ground with Ctrl key anymore
- Fixed scrap heli wheels not animating
Merge from hackweek_renderlod_collapse (crafter NRE fix)
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
SAM sites no longer target sleeping or kinematic vehicles
Decrease craft time of the following items from 30s to 15s
- Wood shutters
- All types of window bars
- Window glass
Use -4.5 instead for a 25% reduction in penalty
Horse armour now reduces horse speed by only 4, was 6
Bone fragments are now compostable into fertiliser at a ratio of 10:1. No bait value.
Add comments (it actually was not spawning on bottom as frequently, top was fine)
Fix oilrig not spawning on the top of the map as often as expected
Tuned back salvaged hammer because it's a T1 item, not T2
- 3x original DPS -> 2x original DPS against deployables (60% of jackhammer DPS)
- destroys every barrel 2 hits -> destroys 35hp barrel in 1 hit, 50hp barrel in 2 hits
- better than every other melee tool at breaking deployables, outclassed by jackhamer
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merge from main -> qol_salvaged_hammer_buff
Headlight improvements & flare fixes.
Main cannon attack prefab
Attack stuff.
Organized files for merge.
Fix mixing table resetting to the top of the scrolling menu of recipes every time you access one
https://files.facepunch.com/jakerich/m2pBAkIZ6ElU7yHx/JkdhwA88p25hlpI2.mp4
Various material, PFX and lighting perf optimizations.
New firing, traversal & damage FX.
Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed
Might have only affected players with admin permission because antihack should have prevented it
Remove redundant player rotation set after swapping a passenger to the driver seat
Add some code to dump nexus transfer requests to a file as JSON
merge from main -> analytics_server_profling
Allow barricades to decay the same speed indoors or outdoors
- barricades still won't decay when inside building privledge
Can override deploy tickrate for entities with faster decay rates
- set decay tickrate of barricades from 10min -> 1min
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
Added attachments, and slots to outpost/bandit marketplaces icons
Change decay of all 4 barricades to 15 minutes
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands
- manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
Stone barricade protection value didn't save
merge from fix_ping_estimation_lag_spikes
merge from optimize_sqlite_fastmode
merge from optimize_sam_site_air_vehicles
merge from horse_ragdoll_material_fix
merge from mediumbattery_size
Allow horses to be able to walk backwards at half the speed of normal walking
player update. Exported 3p military flame thrower anim set and set up in unity
Allow barricades to be placed anywhere in monuments
- melee damaged increase against barricades: same damage as normal deployables
- bullet & explosive damage against barricades stays the same as before
- split building volumes of barricades and bypass "prevent_building" tagged with monument
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