116,079 Commits over 3,959 Days - 1.22cph!
Merge from foliagegrid_benchmark
Bug fix and format tweak.
Fix MarkHostileFor stomping the client's hostile duration timer with shorter values
[D11] Gamepad/PS4 user login refactor
[D11] Fixed rotation issue with Wall_300_pillar
[D11] Asset Optimisations
rigged and created idle on animation for sprinkler, updated prefab
dung updates/tweaks.
reduced the water requirement gene multiplier.
[D11] Bandit Camp Fog Update.
[D11] Projectile optimisations, capped ranges and capped lifetimes.
[D11] Projectile optimisations, capped ranges and capped lifetimes.
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Randomise saturation check, implement is powered checks and longer interval between saturation checks
Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime.
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
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Cleaned up fluid switch lods
Sprinkler fx fix
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Sprinkler prefab stuff & missing meta.
Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
Scene backup (backdrop stage)
added horse_dung model and materials
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Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
Move fluid switch logic into it's own class, revert ElectricSwitch to original state
Fluid switch mesh hookup, icon, gibs
Fix rivers being offset above the ocean instead of staying under
Bunch of general refactor/cleanup/fixes/tweaks.
Change LifeStoryStart assertion into a Debug.LogError so it doesn't prevent respawning