128,119 Commits over 4,201 Days - 1.27cph!
merge from terrain_potato_disable
building_planner_viewmodel -> main
Added a mask for the dlc tab
PTBoat 50cal turret and loot storage sound changes
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Fixed owned Steam dlc not being added to the owned items dict
merge from helicopter_flare_balance_pass -> main
codegen + protobufs after merge conflict resolution
change flare entity proto enum to dodge naval update conflicts
HeightData baking support
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Moved storage adaptor protobuf to 217
209 to 216 is reserved for naval_update
Codegen
code clean up, fix change for dropping grenades
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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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