121,929 Commits over 4,048 Days - 1.26cph!
Fixed wicker_barrel.corpse gibs missing script warning on warnup
merge from qol_crosshair_interaction
storage_monitor_rotate_fix -> main
Change client rotate method to also check for storage monitor
Added interaction crosshair mode setting in the option menu
Updated Jungle berry biome types
Can't rotate the TC if a storage monitor is attached
vending_machine_storagemonitor_rotate_fix -> main
Don't allow Vending Machine rotation if the storage monitor is attached (breaks wire connections)
storage_monitor_container_io_rewrite -> main
Small layout tweaks
Fixed the offcentered 'open_door' icon
Added support for Container IO to Storage Monitor
Resolves issues of storage monitor not working correctly with the new Vending Machines
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren
With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms)
Tests: used old code inline to validate outputs of new code
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess - replace GetComponent with TryGetComponent
Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower).
Tests: ran procgen with early out
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Added lookattooltip.crosshairMode convar to change the interaction crosshair visuals
0 = default
1 = no texts
2 = no texts, no icon
https://files.facepunch.com/Flavien/default.png
https://files.facepunch.com/Flavien/1.png
https://files.facepunch.com/Flavien/2.png
boomerang_hand_up_fix -> main
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Added the src and dst alpha blend shader properties to the original decal shaders so that the values can be serialized on the materials and updated the poster materials to have these new properties
New folders, moved crosshair UI prefabs around
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merge from inputfield_rtl_fix
Fixed RTLTMP_InputField not preserving vertical alignement
upped vending machine workshop res to 2k
cherry-pick platform fixes
cherry-pick platform fixes
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin
Will still ensure these trees switch to low LODS if players are high above them
Merge from inputfield_rtl_fix
Fix crafting UI NRE when changing category
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
Increase minimum horizontal distance between vine points (7 -> 9)
Some potential SetAimDirection NRE changes
Remove some busted tea prefab files introduced in
120974
Adjust the armour slot weighting system to more closely line up with the intended random values
Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10%
New slots/chance: 0/50%, 1/25%, 2/15%, 3/10%
Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots
Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
LOD3 rebaked textures after optimisation improvements to kit
Throw error if greater > 31 packed SyncVars
New Implementation is done! 🎉
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
Fixed "Confusing path at the start of the tier 2 tech tree" and drunk C4 in wb3
Add support for Pack=True/False.
Unpacked SyncVars are sent immediately when changed.