138,885 Commits over 4,352 Days - 1.33cph!
Fixed slot machine not animating with Indirect Instancing
merge from storepage_boxes
Fixed skin viewer not showing any box content
Media size tweaks
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
disabled mip streaming on the decal textures for shipping containers
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format
- ran s2p on all islands
Removed unused media, downsized the rest and made atlases
optional box support, re-uses x component of vec3 size for radius otherwise
- uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Storage box store page media 3
Storage box store page media 2
Storage box store page media 1
Storage box pack store page
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants
- ran s2p on all tropical islands
corrected inverted sphere gizmo
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
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initial non-trigger AI WakeZone
deepsea.wipecooldownmax default value set to 1h30
Store content json use pascal case
Update(tests): cover all speedhack_protection levels in tests
Tests: ran unit tests
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Merge from collectable_optim_pass
Fixed clear dying option not working when tapping E on a dead plant
Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair
Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants
Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness.
Only affects staging.
Affected things:
- PT Boat Turrets
- Flamethrowers
- Autoturrets with Generic Fireables
- Attack Helicopter Turret
Add sleeping bag icon to the sleeping bag button prefab
Show icon if the bag is inside the deep sea
Make separator slightly smaller
Add separator prefab to the death screen prefab
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa)
Position separator prefab inbetween the different locations of bags on respawn screen
Allow server to indicate which bags are currently inside the deep sea
Possible genetic growable crossbreeding fix
RidableHorseAnimation rewrite, big cleanup and some new features
Added kill switch for every motion
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels