111,588 Commits over 3,928 Days - 1.18cph!
merge from main -> primitive_gm
Items not assigned to an era will be available to all eras
Replaced blockout meshes with beam kit in jungle ruins. Fixed some UV errors.
Disable saving item after changing an item's era because it actually lag spikes the editor
Double the amount of horses spawned in the wild in primitive gamemode from 2 -> 4 per km^2
Added an armor insert item.
Armor inserts can be slotted into armor.
Include armor slots in CollectProtection
Merge from tick_limit_improvements
Better maxpacketspersecond_tick lag forgiveness
When trying to change replicated convars from the F1 menu on the client / from the editor, send the replicated convar to the server (as if you prefixed it with `sv`) instead of telling the client it can't change replicated convars locally
- Cleaned up layer setup
- Bow strings setup on additive layer again
- Renames
Better horse grounded checks
Restored breed max speed scale
Merge from train_tunnel_altitude_2
Add convars for boat purchases as well
- `vendor_sub_solo_enabled`
- `vendor_sub_duo_enabled`
- `vendor_rowboat_enabled`
- `vendor_rhib_enabled`
merge from workshop_normalmap_issue
Add primitive gamemode to manifest so it can be loaded
Now that we have convars, apply default settings to primitive gamemode
- block metal & hqm upgrade tiers
- disable patrol heli event
- disable purchase of minicopter, scrap heli & attack heli from airwolf vendor (he only sells hot air balloon now)
New: Editor-Server can playback a server demo
Mimics how client demos are played back - streams commands to the server for execution. Currently doesn't spawn players/has some entities missing - that's next to investigate
Tests: Took an old 5 min demo and played it back until it stopped the editor play session.
Increased horse wheel mass to 600
Tweaked braking forces
Added replicated convars to control vehicle purchases
`vendor_minicopter_enabled`
`vendor_hab_enabled`
`vendor_attack_heli_enabled`
`vendor_scrap_heli_enabled`
Will modify the conversation options of the NPCs so you don't see blocked vehicles available for purchase & block the purchase of the vehicle itself
- Added Hopper mounts
- updated hopper mesh
main -> 4ShotMiniCrossbow
Fixed server events being removed from list of events when disabled
Fixed toggling server event not being printed to server console
Horse clipping checks
Created new saddle prefabs
Prevent movement colliders
Set up jungle ruins beam kit prefabs
Add convars to modify server events
`print_server_events` will list all events & their settings
`set_event_enabled <event> <true|false>` will enable/disable events
`set_event_min_delay <event> <delay>` will set in-game hour minimum delay
`set_event_max_delay <event> <delay>` will set in-game hour maximum delay
-Ballista LOD material fix
Create primitive gamemode prefab
Also expose ability to modify a weapon's workbench level via an override
Add ability to override crafting cost & crafting time of items based on the era
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
Cleanup of avatar masks for player/humanoid animations + added a collection of masks useful for isolated anim playback.
Merge from media_projects/player-copy-fixes
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
First pass on hopper functionality
Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container