113,353 Commits over 3,959 Days - 1.19cph!
Increase height of supermarket building blocked box to clip underground slightly (like the sphere did)
Change supermarket to only a single square `prevent_building` collider
- removed the extra sphere collider but resized the square to be the same overall shape
S2P supermarket
Show building blocked of monuments with the BR sphere effect
- will only show monuments & caves (not roads or rails)
- only will show when holding building plan
https://files.facepunch.com/jakerich/IgNQuA7CXFEAEXaM/1TDceAwIsJp7iV7A.mp4
Added mantle to cinematic setup
Applied & fixed damage effects
Renamed 'Passthrough' to 'Power Out'
Re applied
98023 (tech tree)
merge from analytics_save_profiling
merge from qol_turret_interference_feedback
Merged main into io_seismic_sensor
merge from qol_hammer_pie_menu_consistant
merge from qol_block_explosives_in_tc
merge from horses_backwards_movement
merge from electricfurnace_qol
merge from signs_io_ui_fix
Fixed remaining signs showing power usage 0
Some refactor/rework.
Added restrained flag.
Removed some RPCs.
Restrained players can now be looted (not just surrendering)
Fixed push menu showing for all players. Push now shows if restrained only.
Interaction functionality is now tied to being restrained, not locked inventory.
Add paint.leftsided convar to change the painting UI to be on the left side of the screen instead of right
Updated physics material and destruction sound to metal
Fixed IOEntityEditor NREs with no outputs entities
When the electric furnace is full:
- pause cooking instead of turning off
- resume cooking when an item stack has been removed
Cannon Shell explosion replacement.
Updated Pushcart Materials and LOD Distance
Applied new lighting & FX.
Fixed cinematicentity.demohideobjects not working properly on CLIENT only
Updated Pushcart Material To Use New Mask Map
Updated Trolley and Dolly Props
Updated Trolley and Dolly Materials, Textures and Colliders
Removed some junk files not meant to be submitted
Added seismic sensor to T2 tech tree, tweaked inventory grab & drop sounds
forgot to re-add a deferred mesh decal component
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
- Horse direction is inverted when moving backwards
- Obstacle detection supports backwards movement
- Transition from walking > stopped > backwards is now slightly shorter
- Transition from backwards > stopped now takes a second instead of instantly jolting
- Holding sprint key into an obstacle while stationary will no longer deplete horse stamina
reimport for corru sheets and shed assets with corrected rotation and import settings. set physical mats , added baked vertex color asset.
Collider tweaks, more precise
fixed door awning position in storage warehouse building
some brick pile texture tweaks
merge from fishing_changes_june_24
merge from analytics_server_profiling
merge from qol_salvaged_hammer_buff
merge from fix_mixing_table_save_scroll
merge from sprint_seed_fill
merge from HorseArmourPenalty
Underlying framework for sending an event manifest to the player periodically that contains a generalised guide on how long until specific server events begin (designed to replace the server wide pop up event notifications)
Sends a time remaining abstracted down to 1/5 pips rather than an actual time amount, each pip is 12 minutes
Set up most of the backend and added support for events using TriggeredEventPrefab and PuzzleReset systems
No UI setup yet
Reduced horse armour movement penalty by 25% from -3 to -2.25