121,129 Commits over 4,018 Days - 1.26cph!
merge from iocounter_settarget_fix
Fixed IO counter "set target" interaction description
- New deployed beehive lootpanel (wip)
- New icons
- New stats (not linked up)
- Use input and output grids
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Added packed mask setup for exterior zigg pipes
Bump shadow cascades to four in max graphics preset
merge from ballista_mountchaining_fix
Update manifest, and change rUpdate manifest, and change ratio of trees markedatio of trees marked
Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
skinned updated minicrossbow viewmodel mesh on vm rig and edited targetpoint and ironsight default point in viewmodel so the arrow shoots where expected when ADS
Removed some redundant settings, exposed extra ones in UI.
Have tiger mark the trees in their territory with their claw, serving as an early warning for players
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
fixed gibs import settings
Update: Added batched version of Vis.Components
Still building up to engage it as part of main parallel logic. Also still need to cover with tests.
Tests: compiles in editor
- Missed file settings
- Lootpanel changes
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merge from io_research_table
merge from hackweek_automatedtesting
Fixed testrunner.gettestlist command not working in builds
testrunner.isbusy now returns a proper json
Some minor optimisation to Tree addition spawning
Icon setup
Deployment progress
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merge from playerlights_culling_fix
Fixed AmbientLightLOD fading on and off when near culling distance
Prevent redundant fade invokes
Added a small buffer to prevent rapid toggling when the light is near its culling distance
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- Proper deployed beehive guide mesh
- Proper deployed beehive item icon
- Setup proper despawn rarities
- Remove from loot tables
Set ceiling light AmbientLightLOD as dynamic
Make sure the light parent gameobjects are disabled by default so they're not added and instantly removed to the lod grid
mini crossbow sight alignment fix
Made the train tunnels environment volume type also block out sunlight. Also moved the indirect lighting shader and flags to their own IndirectLighting folder
base palceholder techtree
merge from train_prevent_building
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