113,294 Commits over 3,959 Days - 1.19cph!
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Actually create the meal output items
updated diesel_collectable prefab
Fixed situations like chicken kebabs vs. mixed kebabs. Doing some fairly advanced filtering now.
Harbor2 scene hierarchy cleanup
baked to mesh vertex paint grounds LOD0
S2P
subtract map_entity_load_fix
Actually convert ingredients to meals
Potential fix for NRE's in SendUpdatedInventoryInternal
Oops, needs the .translated
Revert accidental MenuUI commit
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Fix unassigned fuel grid + other bits
Stop inheriting from furnace stuff, we're moving too far away from it. Let's do our own thing so we can go our own way more easily.
Rooms connect but closest face isn't working correctly
Add faces to square foundation and triangle floor
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
Defined all 13 meals and their ingredients in a scriptableobject. Grouped all fruits/veges/meat/fish. Edited and created a few new meal combos.
Ok seems to finally connect faces of walls & floors correctly
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Simplifying. Let's make the cooking devices more similar to the furnaces
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Wrapped up the cannon module: added audio and vfx, implemented the UI
Improvements to template processing + wip barebones Standard ASE template
Fixes, built locally and tested to confirm it works
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
Merge from map_entity_load_fix
Reverted wizard bandana albedo texture to normal quality due to a bug in HQ compression
Added fall damage tea, halves incoming damage
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well
Although it's incorrect, it's connecting the segments of the base & debug drawing information to show where it is going wrong
Also renamed some "Shape" classes to "Face"
Split up classes & organize code
Added cold and hot protection teas, clamps internal temperature to 5/25 degrees respectively after any clothing modifers are applied
Tea buffs UI should now work when spectating players and show the correct players buffs
Added temporary icons for all new teas
Cooking UI work, some oven setup
ID/manifest fix for electric oven
Cherry pick small SceneLoader improvements -> Main
Allow opening my scene with Ctrl+Alt+Shift+B
Hide startup screen (no need) and changed default preferences