113,353 Commits over 3,959 Days - 1.19cph!
Set item locked status correctly.
VM now unlocks correctly visually after minigame.
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Being pushed or taking damage cancels unlock minigame
added texture mask for radtown shed roof.
reworked radtown shed roof to use texture masked material.
Added IsRestrainedOrSurrendering.
Changes to loot locking. Always allow belt access (surrendering or cuffed) but don't allow the victim to modify belt.
Don't lock belt inventory, just prevent moving out of it by the owner. (other inventories are locked)
Interaction changes.
subtracting
98092 qol_building_blocked_visual
subtracting
98091 fix_planner_reset_construction
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merge from qol_building_blocked_visual
merge from fix_planner_reset_construction
merge from fishing_changes_june_24
merge from HeliDrivingImprovements
merge from techtree_workbench_multi_access
merge from RepairBenchSkinName
merge from io_seismic_sensor
merge from small_oilrig_vent_fix
reapplying
98066 hackweek_renderlod_collapse
small rig vent prefab was missing environment volumes
Re-exporting large oilrig vent mesh with correct normals
Redid the small rig vent collider to be like the large one since the large one does work
Subtract
98066 (trying to fix broken build)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
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Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
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Merge from sprint_seed_fill
merge from main -> allow_barricades_monuments
Fix unity somehow removing "Show Building Blocked" I added to the options menu
Don't show red building boundary around substations inside monuments (only outside or on edge)
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds
Old helicopter collision behaviour:
- 0 - 18km/h, no damage
- 18+km/h, take away a minimum of 15% health, increasing with speed
That wasn't working well for ground driving, where hitting obstacles would quickly deplete health. New rules:
- 0 - 25km/h, no damage
- 25+km/h, take away a minimum of 5% health, increasing with speed
Damage from high-speed crashes remains the same.
Merge from hackweek_renderlod_collapse
Changed helicopter grounded calculation to be more lenient in general
Clean up and standardise PlayerHelicopter file formatting
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Only show building blocked to 100m from outside of border and 15m inside of border of building blocked
- convar to modify distance `building_blocked_preview_distance`
Fix item URLs no longer working if they're listed in a Cannot Buy category in as a Steam item, but are secretly still available to buy on Steam via some other purchase method, e.g. Ice AK. 😩
Fixed the tax rate of the tech tree being decided by the workbench level and not the tech tree level, fixes incorrect tax rates being applied when opening up lower tier tech trees from a T2/T3
Don't create a URL for Steam items where the price is "Cannot Buy", e.g. Boomer fireworks (apart from Pattern Boomer, which is on the perm store).
Added working URL for permanent store items that aren't UnlockedViaSteamItem or a DlcItem, but still have their own store page (e.g. Industrial lights). Fixed the order we look at things to get AK variants working again while keeping hazmat variants working.
Mark `show_building_blocked` as a saved convar
Expose `Show Building Blocked` in the options menu
Add `show_building_blocked` convar to disable the building preview on client
Add `show_building_blocked_server` replicated convar so servers can turn off the feature (if needed for modding)
Codegen
WIP fix for low opacity not actually being low when spacing is very low
Output detected explosion vibration level regardless of the current energy