32,209 Commits over 4,018 Days - 0.33cph!
fixed snowman not obeying groundwatch rules
can no longer use broken items for purchases at vending machines (min 50%)
fireplace implementation
fixed wreath deploying on double doors
metal is 2x stone health, (70% increase)
armored is 2x metal health
metal base cost is 200 frags instead of 200
Fixed ancient bug in spawn handler that discarded some valid spawn locations
Xmas refill jingle now global broadcast
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
Removed upkeep cost from barricades
Fixed issue with flamethrower trap
Console command codegen (client compile fix)
moved window garland pivot up 1 unit (model only)
Another round of NRE checks for ValidateObjectReferences
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Added BuildingGradeDecay to doors and frame inserts
Clear both client and server building managers when disconnecting in the editor while running client and server
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Another null check for ValidateObjectReferences
Presumably fixed NRE in ValidateObjectReferences
Christmas lights can no longer be picked up if building blocked
Small culling toggle correction
Open/close sounds only play for the local player
Lots of new deployable placement sounds
Lots of new deployable interaction sounds
Tweaks to some interaction sounds from last week
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win
More robust entity sensing.
Even more robust navigation to food.
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Fixed NRE spam when opening workshop inside editor while running client and server
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A little bit more safe guarding on Navigate to food.
Optimization - Top tier merging internal and external models into one call
Fixed NRE in food target navigation.
More AI Behaviour.
Optimization - Twig tier merging internal and external models into one call
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
Admire animations - adding more to DB - 1st Pass
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Any entity can add upkeep using the upkeep prefab attribute component
Fixed deployables not decaying
Smoothed out query for AI dormant agency
compile fix for outside_range_dist on client
fixed furnace skinning
emissionToggle NRE fix
Changed EmissionToggle to use material prop block
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Barricades can be repaired
Barricades can be repaired
Removed upkeep cost from deployables again (accidental commit)
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system