128,100 Commits over 4,201 Days - 1.27cph!
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Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water
- both are querying shore vector and water depth information from the same points, we should do this in one place and
- need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
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Syringe animation updates
Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not
Shows count in aggregate mode, otherwise shows ID and Parent ID
Tests: opened a save from playtest
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Update(editor): SaveViewer - sort aggregates in descending order by default
Tests: viewed a save in aggregate mode
Update(editor): SaveViewer - add toggle to aggregate by prefab
Tests: inspected aggregated entities from playtest save
Fix scientists rushing when grenade throw fails
Remove the animation on build
tweaked guide material settings for enhanced readability of geometric details
changed RPG7 name to RPG Launcher in engine file
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation
Renamed some stuff to avoid confusion
Eye following view (if you want it)
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Bumped fish pie comfort from 25% to 100%
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Let's not server cull the collision for hull.triangle...
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
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Updated HLODs for FC 2,3 and 4
persistance++ blueprint wipe
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removed workbench scrap crafting cost, scrap to be invested stright into unlocks
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Update(editor): SaveViewer - add a "SyncPos Only" toggle
Need it to figure out what caused high counts of syncpos networkables on the server
Tests: viewed a save from the playtest
Removed 10% tax on WB1
Removed 20% tax on WB2
Common unlock cost: 10 from 20
Uncommon unlock cost: 20 from 75
Rare unlock cost: 40 from 125
Very rare unlock cost: 75 from 500
Values subject to change
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playables_fixes_2 -> naval_update
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights.
- Properly nuke the coroutine method
- Extra protection in the co-routine itself to stop this from NRE'ing
merge from show_toggle_growable_ui
Imported and Implemented the loot storage and 50cal turret sounds
Merge from better_npc_grenades
Remove logs and ddraw, hook to scientist but keep inactive for now
Add null protection to all exposed methods referencing the playable controller
naval_update -> pt_boat_2
Fix pooling issue on sort config panel
Merge from hackweek_boxsorting
Fix rear turret clipping on the ptboat
Added to options UI under Settings / UI / Interaction
Compass reference is broken here too for some reason
Fix lost compass reference
remove semiauto pistol from waterwell vendor
jackhammer price increase
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pt_boat_2 -> naval_update