31,186 Commits over 3,928 Days - 0.33cph!
Cherry-pick submarine buoyancy fix, save215->Main
Merge from voiceprops/dlc
Added player.cinematic_gesture to allow actors to use the legacy gestures on cinematic servers (eg."player.cinematic_gesture pickup_item PLAYERNAME" or "player.cinematic_gesture pickup_item")
Will only work if server.cinematic is true
Move UpdateWaterDrinkingPoint to BasePlayer.LateClientCycle, it might be less likely to trigger rigidbody syncs here
Water.quality convar will only be read once every 10 seconds (quality will automatically change after 10 seconds to the final value if it was changed inside the 10 second window)
Fixed disconnect on dying when not inside any triggers. Sorry Staging players.
Show IO information on crafting UI (same as weapons)
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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Don't serialize lastDealtDamageTime
Merge from electrical_qol
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Merge getWaveData_fix -> Main
Fixed pump jack floating decals
Fixed Potatoes and berries plants flagging the player as hostile when hit
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Added additional requested custom map volume and trigger prefabs
fixed accidental fog change while troubleshooting
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
merge from misc_improvements
Better cancel support for internet streams
Potential fix for radio streaming stall
Don't connect/disconnect in boom box load
Remove Yaarana radio station
Improved audio stream buffering:
Use a ring buffer for increased performance and smaller memory footprint
Start playing the stream once enough data has downloaded, rather than waiting a static period of time (this was way too long for some connections and way too short for others)
Stop downloading more data if enough has been buffered
Added ShoutcastStreamer.DebugStreams to help diagnose streaming issues
Simplified connected speaker sync system to use the boom box data rather than keeping a copy of the audio stream on each speaker
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For connect exceptions, show only the exception message in the console, not the whole stack
Turned the exception from a failed 'connect' console command into a warning. It now shows up in the UI and as a warning in the console, instead of in the UI and as red exception text on the main menu.
Added requested cinematic lighting prefabs for map/content makers in /modding/cinematic - no lodding, extra reach and width. Performance heavy, don't use on regular maps
Fixed a graphics.uiscale value of 0.8 hiding the search text on the crafting screen when at 1080p
Add a couple of additional null checks to modular vehicle conditional refreshes
Applied new settings to large tiles variant as well
Speed up dance floor and sound light
Don't attempt to get the second channel of audio data for visualisation if unity is outputting audio in mono
Don't add second channel data in AudioVisualisationEntity if the source is in mono
Increase discofloor base speed and volume sensitivity, to 0.75 basespeed and 5 sensitivity
- Recycler right-click item transfer now rejects items that can't be recycled, doesn't move them to the input.
- Right-click moving items to recycler now stops once the input slots are full, doesn't start filling output slots.
dial back the red colour filter on hurt