249,476 Commits over 3,959 Days - 2.63cph!
Safer TrainCar OnChildAdded behaviour
Manifest
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
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Fix exception when no permission to view package
Release Brix IJSObjectReference properly
more cheer anims
boss cheer
blend between two atmopsheric haze factors over height
Remove unused
Sidebar on achievements page
Fix package stats not updating
Use ShowOnIndex var from PackgageType
Can change org member permissions so they can invite and remove people
Leaderboard backup, run #
15581
Merge from oxygen_qol_tweaks
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
Fix exception from foliage tutorial change when entering play mode in the editor
Merge from ore_resource_optimisations
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
Fixed outlines on wooden shield and reinforced wooden shield world models
Fixed another case where spamming equip/unequip on a shield would throw an NRE
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
Fixed shields not parenting properly
Fix initial rooms not revealing on the map
Minimap Icons for certain room types
Added Timer item which gives your bullets a "delay" (decel followed by accel)
https://files.facepunch.com/CarsonKompon/2024/November/21_20-06-UnawareBluegill.mp4
Make it work for targeted player as well
Add MoveModeDefault, movement speeds defined in mode and can be altered by modifiers
Fixed being able to block while in debug cam
More tutorial stuff
tweak intro scene water
Remove a few unused things
Merge from december24_art_fixes
Fixed incorrect biome being selected on new tutorial cliffs
wolf pain sounds are less sad
wolf attack sounds have more snarl
- Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
Another work around to priv checks with Vehicle_Large collliders
Can click on preview tiles to add them to the selected brush/tile
Updated tileset guides
Created Autotile Reference ControlWidget
Make Reference ControlWidget look nicer
Can add multiple tile variations to an Autotile Tile
Can now rename/clear/delete/configure Autotile Brushes, added Right Click menus to Brush, Tile, and Tile Reference ControlWidgets
https://files.facepunch.com/CarsonKompon/2024/November/21_15-42-ImmaterialSphinx.mp4
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes
Dont allow pushing the siege tower if your parent entity is the tower
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