113,806 Commits over 3,959 Days - 1.20cph!
merge from io_entity_snapping
Weapon Rack text and Brutalist release date
disabled halloween event UI
Scientists store APC in their entity memory.
Scientists tell the APC when they've mounted it.
Correctly track the number of alive scientists that re-mounted the APC.
Added new MountNPC AI state and design.
Added new SpecialEntity reserved memory entity slot.
Updated AI design.
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cherrypicking
94043 (merge from tutorial_island)
merge from InvisibleClothingSkinFix
merge from egghunt_optimization/ui_fixes
merge from egghunt_optimization
merge from RidingChickenCostume
Enabled egghunt event
Updated menu background videos
Added a new TrasnsformLineRenderer component that takes a series of transforms and feeds the positions into an attached line renderer
Needed for the crane as we need a single line renderer to connect points across multiple transform hierarchies
Most processing is done in a job so should be very efficient
Add BypassClothingMountBlocks option to BaseMountable
Enable on parachute, allowing the chicken costume to be worn while parachuting (despite chickens not being known for their aerobatic skills)
Added error message if IsSeatClipping gets a list that already has items
Fix wrong tooltip on tutorial tag in server browser
Fix incorrect alignment on tutorial tag in tag list on loading screen
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More gaseous muzzle fx.
Better calibrated tones on muzzle flash side/front textures.
Pass the player ducked state to the WearableFadeToggles
Fixed female wearable chicken version having a slightly different randomisation setup, leading to a mismatch with the world model
Added video header to Adobe building skin page. Updated existing image media assets.
Some bike physics and visuals work
Updated MoveSelected to remember last chosen target object
Parent the containers to the ship
Fixed container doors getting deleted when they enter the cargo ship bounds
MoveSelected editor script - quicker method for moving bulk game objects into another object
Implement new crane into harbor_1 monument, S2P and enable cargo ship in CargoDocking scene for demo purposes
Added the test scenes for the harbor refresh to the scenes drop down
Harbor cranes now pick up container spawn points dynamically
Add a temporary set of container destinations to the cargo ship (to both layout variants)
Add an OnArrivedAtHarbor method to cargo ship that finds nearby cranes and tells them to start moving
Source Updates - Hide Poncho Material and Texture change
Removed power consumption from splitters, root combiners and electrical branches
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Fixed electrical lights requiring 1 power when off
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player update. tamborine holdtype updated with latest idle pose
player update. tamborine entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. cowbell entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. pan flute entity edited so the it is held correctly and its holdtype updated with latest idle pose. xylophone deployed prefab updated so the drum sticks are held correctly
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
player update. megaphone entity edited so the it is held correctly and its holdtype updated with latest idle pose
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Fixed memory cell draining battery on both sides instead of from the active output
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Initial approach logic:
Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point
Debug outputs for this