249,294 Commits over 3,959 Days - 2.62cph!
Add ModelEntity.SetupPhysicsFromSphere
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
Merge from main/Submarine aka main/Underwater_Update
Added player.cinematic_gesture to allow actors to use the legacy gestures on cinematic servers (eg."player.cinematic_gesture pickup_item PLAYERNAME" or "player.cinematic_gesture pickup_item")
Will only work if server.cinematic is true
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Adjusting fish bait values
Increased impact bait value has on time to hook (better bait = faster hooks)
Better fish randomisation
Fixed press buttons not being powered by default, set security door manipulators to toggle
Added radiation to some modules and dwellings
Variants for poker table A and bbq static (no art)
Some flow fixes, prepared prefabs
Added torpedo storage interaction to the solo sub
Added torpedo storage and interaction to duo sub
Move UpdateWaterDrinkingPoint to BasePlayer.LateClientCycle, it might be less likely to trigger rigidbody syncs here
- ItemContainer can now have a list of any amount of exclusively allowed items, instead of 0 or 1. StorageContainer can now have 0-2 allowed items vs. previous 0-1 (could be upgraded to allow any number, but I didn't want to break all existing assignments to allowedItem by making it an array).
- Protocol++.
- Added submarine torpedo storage container.
Added a fishing vending exchange
Added some extra forgiveness time before the line snaps
Line fixes
Remove an allocation in the line renderer
Fixed line appearing offset when going into debug cam
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
Reduce crafting requirements for rod
Will no longer catch inanimate objects when using meat or fish as bait
Remove chance modifier based on bait value (min/max values are better tool for this)
Fixed missing fishing rod world model
Fixed players being able to interfere with fishing by swimming near the bobber
Added a convar to show the strain UI
Halved condition loss
Increased the minimum amount of time to wait before a fish bits so they don't bite before the bobber comes to rest
Player can now move while catch success animation is playing
Spawn the bobber a bit higher
Water.quality convar will only be read once every 10 seconds (quality will automatically change after 10 seconds to the final value if it was changed inside the 10 second window)
Trying out ComponentTypeHandleCache<T>
bulletSystemIgnoreOnUpdate -> bulletArchetypeIgnoreOnUpdate
fix quad bossUnit null when shield respawns
Mark NativeArray fields as readonly in generated jobs
Merge branch 'quad-nre'
Refactor BulletSystems into one system, with many BulletArchetypes
Replace "System" with "Archetype" in json scripts
Updated .gitignore for new BulletArchetype generated stuff
RenderScene uses srgb color space when using no multisampling
Remove model tinting from home avatar, shouldn't be needed now
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target
Static CCTV cameras naming pass for modules
Underwater labs specific lootcrates and lootspawns presets
Initial loot spawns setup across all modules (this may need revisit as we gather data)
nightmare speech bubble colors
Fixed disconnect on dying when not inside any triggers. Sorry Staging players.
Bump up zfar for now until we have a better way for maps to control it
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Underwater labs modules puzzles setup
More dwellings work
Try only scheduling bullet AdvanceKeyframe jobs when 100% needed
Update common
Add support for chat channels
Add support for chat channels, add global chat
Make moonpool water plane convex, so that subs can detect it