139,581 Commits over 4,505 Days - 1.29cph!
Adjusted LOD distances for blueberry collectable slightly to be more forgiving on medium setting.
Fixed honey bandage SFX's not firing. The file path was stale and is now pointing towards the default bandage so the SFX's can be reused.
pool:
- fix player appearing away from the table
- possible fix for pool cue mats appearing white in build
Merge from satellite_crash
Disable satellite crash remains fire FX + lights when the wreckage has cooled.
Uses another flag, for network/disk persistence
Fixed honey bandage name and description not appearing
Added to tier 1 workbench underneath the bee grenade
Cleaned up some file naming
Control computer inventory size is now dynamically set based on powerup cost, so it can always hold enough items. (since we added targeting module).
Separated crate+wreck "too hot" timers, made them tunable convars:
satellite.crate_fire_duration (10 minutes default)
satellite.wreck_fire_duration (15 minutes default)
Add Aiming Module to launch costs
added flashlight.attachment to the m4 shotgun so that the flashlight and laser sight are properly positioned in 3rd person.
fixed sun glasses not having the correct original materials for lenses that. Some had changed from black to turquoise.
Additional station autospawn prefabs / needed for new stations to spawn more frequently
Rotated twig foundation guide accurate reflects texture position. Now feels natural when placing them.
Large crashed trasi station greybox progress
Added station spawn prefabs to make them appear in proc gen
Changes to the medium and small train station prefabs to make them work in proc gen
Improved Epoch.ToDateTime to properly process unix timestamps when they are in millisecond format
Halved heavy fuse spawn rates
Added heavy fuse to underwater lab crates
Added 10 cloth to Pool table crafting recipe
crateFireDuration 120 > 300 seconds
merge from copy_changeset
Add copy_changeset command, copies current client and server version to clipboard
merge from automated_testing
Fix a chainsaw unscrew-cap sound definition error
merge from automated_testing
Fix 40+ cases of an animation event referencing a non-existant effect prefab, causing warnings ingame
Most old/unused/not needed so deleted the anim event, some pointing to incorrect folder
All tests pass, from now this can alert us if a new DoEffect event is not set up correctly
Correcting CCTV/Targeting computer extra spawn
Reduce tech trash quantity in Satellite crates
Fix fuel generator missing physics material, fix the static one in gas station clipping into the ground
Also move it slightly as it was making access to a loot crate spawn awkward, S2P gas station
Fix gas station loot spawn switcher not immortal
Fix pool table and dartboard researchable
Fix a mesh not readable thats used in a particle system in power plant fx
Testlist
merge from moustache_bag_fix
Fixed old movember moustaches using the legacy burlap sack world models
Thruster module Icon setup
merge from PlayerMaintainedMonuments
Launch site control panel area lighting progress.
Merge from PlayerMaintainedMonuments
Remove some of the crud on the ground so the red recycler can sit in the green recycler spot
Remove the green recycler nearby the control room at power plant, now just the new red recycler there
satellite control computer sounds
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Fix some airfield terminals NRE's when loading a save in client+server
Delete some unused powergrid classes
Fix turbine loop sound sometimes not playing