108,120 Commits over 3,867 Days - 1.16cph!
merge from monument_boat_shop
Reactive target mechanism scale fix
Updated deploy guide for reactive target
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Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism
Rebuild manifest to update roadsign IDs
Fixed upper body animation overrides not being applied on kayak (fixes animation issues when using non-paddle held items)
Hide road signs beyond 70m away
Don't show kayak health info until it's below 75% hp (same behaviour as other boats)
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Kayaks now decay like boats (slowly decays if unused and outside, won't decay if kept indoors)
- Use a bounds check instead of radius check for IndividualSpawner
- Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
Get rid of audio (this change + delete the audio bundle)
player animator paddling updates
Strip out particle systems (saves 400mb in system RAM)
Set the max texture size to 16x16 (saves 600mb in system RAM)
Tooltips now append "Blueprint" to item name if it is a blueprint.
fixed bounds of bandit sentry being too large
fixed boat spawn on map load
HapisIsland Boat villages
disable "Looting started" debug (spamming console)
Removed duplicate decay component on boogie board
Paddle is no longer considered hostile
Fixed missed ladder trigger at large fishing village
Fishing villages now flagged as safe zone (hostile notice)
S2P
Hooked up SiftRaft_NoPaddle mount pose
added sit_raft_nopaddle anim and hooked up in player animator
merge from Monument_Boat_Shop
Lowered kayak colliders for better foot placement
Fixed incorrect repair costs on kayak
Removed unused damage renderer component
Adjust seat positions to reduce clipping
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Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
Fix gameplay fov setting conflicting with debug camera fov setting while player input is being processed (unfreeze mode)
Remove road signs from my test map
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
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Fix the storage monitor providing information even when it's not powered