110,876 Commits over 3,897 Days - 1.19cph!
initial ui sign.update.sculpture prefab variant
Started organising options layouts
exported edited wolf attack ledge rm animation
Merge from bag_pickup_auth
Fixed bag interactions when in auth
merge from /indirect_instancing
Indirect instancing:
- Prevent NullReferenceException when attempting to remove instances without a MeshFilter component
- Fixed shader compilation error in the shadow pass
- Surround instancing code with `#ifdef CLIENT` for cleaner server builds
Updated workshop scene set dressing for new rocks
merge from caminfo_barrel_squeeze
merge from fix_toolgun_LOD
merge from hexagontile_kill_fix
merge from fix_binocular_2024
merge from bag_pickup_auth
merge from store_gesturepack_uiscale_fix
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
WIP system to track food spoilage
Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt
Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
Speed and handbrake tweaks on slopes
Fridge is now an IO entity, requires 5 power
Fixed some old textures taking too much ram.
Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
Horse ground alignment tweaks
Merge from scrap_exchange_dynamic_pricing
Merge from root_label_fix
Merge from ice_sculptures
More adjustments, can now accept either a player ID or player name
Adjusted clearUGCByPlayer convar to not require the player to be online
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
Horses now skid when braking at full speed
Progressively reduce head leaning max angle based on speed
Re-introduced spine ik
Tweaks
added textures and set up mats for the knight armour
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battering ram anims updated
Bugfix: Prevent game-object pooling if done mid-scene switch
- When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error
MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnected
- with the fix, had 0 error reports
always unlock ginger bread building skin
battering ram anims exported on updated rig
merge ice_sculptures->main
- addresses majority of feedback from previous playtest
added initial battering ram anims
Medieval Metal Double Door Folder Setup
Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS
Setup a Basic Prefab for the Medieval Metal Double Door Frame
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)