121,377 Commits over 4,018 Days - 1.26cph!
Fix logic not respecting minimum slots
Assign OwnerId to bee swarms spawned from grenades
Increased deployed beehive prevent building volume
Increase max LOD count for LOD converters
Fixed cooking workbench client NRE
Clientside rotation (this is ok so long as we use a square/sphere collider lol
- Set up really crappy move forward script
- Use item mod instead
- Temporarily set LODS to all be LOD0
Setup tech to allow an entity to be created on a throw. Brand new entity throw specific methods and a bunch of conversion + helper stuff added throughout.
fixes, unwrap source mesh UVs
Setup throw, throw_ready and throw_cancel animation events
Fixed broken aim animation
Add support for viewmodel renderer
Reapply cooling and warming tea recipe produced item
Merge from coop_monument_fix
virtualitemicon_nre_fix -> crafting_update
Merge from crafting_slots_rolls
Fix virtual item icon nre
Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
Fixed orchids, roses and sunflowers having bait value
Fixed being able to deploy chicken coops in monuments
head armor eligible for 1 slot
added wood plate to t1 tech tree
added asbestos and lead plate to t2 tech tree
metal armor plate loot-only
scientists have a chance to drop asbestos, lead, or metal plate (rarely)
metal plate rarely in crates, codelocked crates
added minor melee/bullet protection to all plate types
removed plate movement penalty
Merge from crafting_slots_rolls
Adjusted how armour crafting slots are calculated
Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots
If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
Updated male model/prefabs
Added light male player back into player seeds
- Setup item
- Temporary image
Missing preprocessor checks
Add tests to confirm it converts generic names properly
Fix TypeNameCache having a typo in the regex that converts List`1[int] -> List<int>
New bee particle script to hopefully cut down on the sub emitters turning on/off all the bloody time
Implement new death particles
merge from fix_ownership_scientist -> main
Beehive:
- Fix a bug preventing humidity from being reduced if a roof was used or a fire was placed nearby
- Improvements to loot panel reliability
- Protobuf the humidity too
- Code cleanup and simplification