115,525 Commits over 3,959 Days - 1.22cph!
Add separate root and main stream particle system references so speed can be controlled separately to overall playback.
Force calculate artificial lights on first calculate
Add a 5s random offset to the time restriction on updating artificial light quality
Some optimisations to calculating artificial light values in large farms
Only update the artificial light level of a plant every 20 seconds, but force an update if a light nearby changes state
Added some slight randomisation to sprinkler splash invokes to space out the load
Assign correct inner-stream effect so visual range falloff works again
Merge from Main -> Vehicles
liquid vessel fill sounds can start partyway through when the container is already partially filled
water gun sounds first pass
Bug fixes, debug improvements
▆▇▋▄▇▊▍▍ ▆▉▅▌▍ ▉▉▇▇▊▊▄▄ ▌▅▅▉▍▇▉▆ ▆▆ ▄▊▅▆▍▊ ▇▅▆▋▇ ▉▉▆▉▆ █▇▋ ▌▆▉ █▍▇▆▊, ▉█▆▇▋ ▍▇▅▆▌▆▊▋ ▄██▆▊ ▇▉▌ ▄ ▊▍▆██▍█▅ ▅▍▋▍▌▋▍ █▊▉▆▅▆█▅▊
support non looping effects for water guns.
waterpistol vm effect setup
Add some movement particles to the tube
hitting hemp no longer flags the player as hostile
Added the follow map maker prefab requests
coal_pile_6x6 > coal_pile_gravel_6x6 and 18x18
gas_station interior
rowhouse 2st_9x12
rowhouse 3st_9x12
cherrypicking
52600 - Fixed broken (mostly Asia) translation text on conversation provider
instant camera:
player anims
holdtype override
.entity updates
Disable auto pump, drop out of firing anim when out of pressure.
Added top neighbour sockets to roof prefabs
Root top and bottom line conditional model scripts support triangular roofs
Fixed broken (mostly Asia) translation text on conversation provider
Shader work, moved main functions into a .cginc to be used with the orb shader.
Added latest water effect to watergun.
Increased water shader fill-speed lerp.
Dry fire when out of pressure or water
water gun fixes, pump functionality changes, refill rate tweak.
Don't show conditional wall corners on triangular walls
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
Can limit roof conditional models to square / triangle shape neighbours
▆▄█▄▇
▍▄▌▄▄ ▆▄▄▊▅▅▋▊▉▌█ ▉▄██▍▆▉▊ █▋▍ ▋▄▉▅▌▋▄▇ ▉▊▉ ▌▅▉ ▍▌▆▅▍▇ ▄▍▉▋▍▍▊█▊ ▉▆▊▇▆ '▇▄▄▄▆▍▊▅_▆▋▄▆▆▌▍' █▇ ██▇▍▌█▌ ▅ ▌▄▉ ▊▍█▍ ▉▌▅▍▋▅▍▍▊ ▌▊ ▌▊▋ ▊▌▉▆▆▌▅ ▍▇▉▉▆.
In case the push force outside trigger bug reoccurs, apply this fix
Move RemoveInvalidEntities to a safer spot
final code gen / phases pass checks
fixed armored cockpit cost
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
Reduce car collision damage to players a bit