135,796 Commits over 4,324 Days - 1.31cph!
Deep sea cooldown in between each opening is random
Added deepsea.wipeCooldownMin and deepsea.wipeCooldownMax
Default range is 1.5h -> 2.5h
merge nre_fix back to main
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
door closer hackweek files
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Added layer to the scene for props testing
update server to 635cbaf/2022.3.41x1
- potential 64k collider limit crash fix, client will still spew old limit warning/error though
- updated decor plants' LODs, added colliders
- added mesh colliders to plant containers
- fixed cacti colliders' import scale
- monstera XS billboard setup
Fix airdrops not becoming lootable when landing on playerboats
Some new nodes and optims wip
Fixed UIDeepSeaPortalMarker NRE
Increased the default interval in between each entity spawn when the deep sea is opening
Added deepsea.entities_spawninterval and deepsea.spawngroups_spawninterval convars
Added deployed sfx when placing a windturbine
Fixed drone deploy guide to face the correct way when clear to place.
Attempt to fix startup NRE
Sucessfully cleaned and removed PlayerRigUpdate2 from hackweek_golf
Fixed Horse Mask world model outlines
Various stuff.
Splat backup.
Test for io arrow having a direction and handle name not being empty
Finds 5 items with missing io arrows
Some optims on CollectInventory, needs more work later
Improved copy paste behaviour
Cleanup
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
Maintaining control of the flag awards clan score
Flag shows the clan logo on it when being controlled by a clan
Booleans are using toggles instead of input fields
Added debug convar, prints each node and connection state
Cleanup and optims
Fix sorting order of base building blocks
Fix window blueprint skin assignment
Add blueprint skins for half wall, triangle foundation and triangle floor
Add skins to the respective source prefabs
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Start on IO prefab tests
Checking relevant prefabs for inputs/outputs/main power slot
Checking handles are not too far from any collider
missing connection in tech tree, swapped some items around based on scrap cost
prefab setup (wip) for the uzi
Fix trailer having no wheel friction
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose
Tests: compiled all modes in editor, built standalone C and S