33,191 Commits over 4,109 Days - 0.34cph!
Fixed deployables not decaying
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Admire animations - adding more to DB - 1st Pass
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
Optimization - Twig tier merging internal and external models into one call
Fixed NRE in food target navigation.
More AI Behaviour.
Optimization - Top tier merging internal and external models into one call
A little bit more safe guarding on Navigate to food.
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
More robust entity sensing.
Even more robust navigation to food.
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win
Open/close sounds only play for the local player
Lots of new deployable placement sounds
Lots of new deployable interaction sounds
Tweaks to some interaction sounds from last week
Small culling toggle correction
Christmas lights can no longer be picked up if building blocked
Presumably fixed NRE in ValidateObjectReferences
Another null check for ValidateObjectReferences
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Clear both client and server building managers when disconnecting in the editor while running client and server
Added BuildingGradeDecay to doors and frame inserts
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Another round of NRE checks for ValidateObjectReferences
moved window garland pivot up 1 unit (model only)
Console command codegen (client compile fix)
Fixed issue with flamethrower trap
Removed upkeep cost from barricades
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
Xmas refill jingle now global broadcast
Fixed ancient bug in spawn handler that discarded some valid spawn locations
fixed snowman not obeying groundwatch rules
can no longer use broken items for purchases at vending machines (min 50%)
fireplace implementation
fixed wreath deploying on double doors
metal is 2x stone health, (70% increase)
armored is 2x metal health
metal base cost is 200 frags instead of 200
fireplace common drop
sitem updates
fixed some sitems researchable
culling.env now developer only
added extra slots to TC
added christmas tree
added christmas tree decorations
fixed fireplace deploy issues
skin approval
phrases
manifest
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fixed fireplace being unplacable under ceilings
Christmas tree desc fix
Phrases
Merge from /main/culling-env
improved various water effects ( player footsteps in water, bullet splashes, etc. )
improved water splashes while driving
Updated Facepunch.System (NRE fix)