112,170 Commits over 3,928 Days - 1.19cph!
Delete the sks item skin asset, prevents it from being crafted as a SAR skin
Update skin list
WIP sending a special death info to the player when they die due to sleeping in a safe zone
merge queue_tracking -> analytics_server_profiling
Track queue size, events processed & execution time per queue per frame
- bool to enable / disable it of course
Split ObjectWorkQueue out of ObjectWorkQueue<>
Rename some variables to uppercase
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true
Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
merge from main -> analytics_server_profling
Adjusted motorbike fuel use
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials
Refactored colored IO lines prefab spawning
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Updated importer to handle different atlassing modes
Added shadow pass
Better shader defaults
Fixed gloss/rough issue
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
thumb_up
25
thumb_down
22
Fixed MLRS screen map stencil sometimes clipping into the players legs.
merge from favorites_fixes_2
merge from electricity_power_fixes/2/doorcontroller fixes
merge from fix_highwall_guide_clipping_movement
merge from /helk_qol_01/barricade_snapping
fixed barricade starting rot
inital pass on barricade snapping
Path invalid errors patched
Barricade always deploys horizontal rather than aligning to terrain
Fixed barricade jump shot
Relaxed Barricade deployment
Toast instead of chat message when attempting to pair a door you aren't authed on
unhinged changes not going to main
thumb_up
19
thumb_down
13
Merged wire-culling into wiretool_fixes2
Fixed colored wires reverted to default color when clearing one of their segments
Cleaned up and refactored wiretool color pie menu
Update arctic suit prefab
Changed semantic slots, added UV debug mode
Fixed high wall building guide clipping through ground when movement was blocking it instead of staying on terrain