141,380 Commits over 4,352 Days - 1.35cph!
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Scarecrow head and suit FBX and prefabs
added 3p swimming animations to player anim controller
One more NRE fix for group removes
Fix UsePlayerUpdateJobs 3 NREs
fixing some textures left over and some incorrect import options for ao maps
updated existing workbench to now use the empty mesh state.
updated lods and gibs
prefabs/Weapons/ ok
prefabs/Weapon mods/ ok
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Fix animals looking straight ahead when sprinting (should only be for scientists)
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
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manifest rebuild for kiosk signs
Merge: from connections_pool_leak_fix
- Bugfix for leaking List<Connections>
Tests: ran around on craggy and checked print_memory showed low max value
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position
Submit on behalf of cipeaX, it's his find
Tests: ran around on craggy, checked pool.print_memory - max stayed low
Fix tiger prowling and croc intimidation
Centralize all flags in npc networking component
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Merge from terrain_renderer
Tutorial animation updates
prefabs/NPC/ ok
prefabs/resource/ ok
prefabs/plants/ ok
prefabs/Tools/ ok
Clamp renderdistance with a minimum to fix some edge case issues
* Fix look at not working properly anymore because it was relying on the target being replicated
* Make sense component server only, add separate component for networking
* Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
edited holster/baclpack positions on salvaged axe entity
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Industrial Electric Furnace
- item created
- prefab created
- icon created
- greybox model
- material created
- ran localization
- ran manifest
Improve fillmounts command - works correctly with horses, prints better feedback
tier 1 workbench empty version
Merge from 3p_spectator_improvements
merge from workbench automated_tests
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets
- added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
added sofas to prop team prefab and wood shutters greybox
KickHazmat skinning update
3p sitting anims and clips updated