111,518 Commits over 3,928 Days - 1.18cph!
Fix gamemode failing to run startup methods if it was spawned before ServerMgr
Add convar to control if oil rigs should generate on the map
- disable oil rigs in primitive
Added new food type eggs, chickens have a chance to drop an egg when damaged (50% once every 30s)
Remove test spoiling from corn
Added food spoiling to Fish, Bear, Pork, Deer and Wolf meat
Created new spoiled items where necessary
Applied consistent settings for all meat - raw meat spoils in 6 hours and cooked meat spoils in 24 hours (WIP)
Added some basic tree auto avoidance for horses
Rotation responsiveness tweaks
Powered fridge now fully stops food spoiling
Added spoiling timer to raw and cooked chicken, timer gets reset to start when chicken is cooked
Added convars to turn the food spoiling off and control it's budget, spoiling UI is disabled in this case
Added debug convars to adjust the spoil times for all food on a server for testing (FoodSpoilingDeductTimeHours and FoodSpoilingSpoilAll
Projectile unparent fixes.
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Tweaked fireball spawns & speeds.
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Merge from fridge_changes
Remove all mixing references in the cooking UI
Setup new cooking workbench
Add new recipe list
Add chicken pie test item
S2P stables A and B
Fixes old horses still spawning in ranches
Fixed swimming not retrograding gates
Improved buoyancy
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Model x Materials setup script
Fixed a slight visual movement when switching between shields that share the same animator controller
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
- First pass on multiswap arrow heads
- Disable arrow movement in shoot states and just turn it off when shooting
- Change which arrows are turned on/off in each state
Catapult projectile orientation fun WIP.
Update: DemoServer - spawn entities with the right initial flags
Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go.
Tests: Played the demo, checked that the relevant door is now open.
Fireball small prefab update.
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Merge from /main/indirect_instancing
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default
Fixed a bug collecting wrong statistics about unsupported shaders
Added jungle tree spawners to spawn.procmap.v3
Created spawn settings for jungle trees and added them to the jungle biome
Removed jungle biome from temp_forest spawn settings
Tweaked jungle tree prefabs to LOD better
At the end of reloading, play back to idle animation (reload_end)
Moved the skidding to CTRL
Double tap CTRL to stand
Block movements when standing
Some initial balance work (subject to change):
Stats are similar to the bow, but slightly less range
Regular Crossbow is still better overall (more effective long range and fires further)
GenerateDungeonGrid stays within terrain bounds