124,673 Commits over 4,171 Days - 1.25cph!
Added AddToHeight to all coastal cliffs
fixed rotation and scale issues with the following:
tabledoorPOKER
handsaw
updated prefabs
going through the rest now
some terrain sculpting to accentuate grassy areas
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
Coastal cliff progress / generated all coastal cliffs
File cleanup
fixed culling side wrong on light fixture transparent materials
fixing some materials switches that were the result of meshlod changes
Can now use the radial menu option to remove handcuffs from a sleeping player
Fixed small and medium non-animated neon signs culling issue
Fixed sleeping handcuffed players not being fully lootable.
Moved some existing code to an interface.
blackbin model gap fix + rotation fix
merge from serverevent_commands
Fixed server build errors
Re-exporting shipping container wall corner pieces with vertex alpha channel filled
Renamed CargoShipTest to CargoShip
Renamed TestRidableHorse to RidableHorse
deleted ShipLightTest.prefab - old, outdated, loadtime impact
merge from savas_cull - minor loadtime and memory savings
Change default PriceDecreaseAmount to 5% (was 10)
radtown storage warehouse:
added lod2 and fixed roofing mat
Don't allow movement when crawling and restrained
Restraint item override for tick
Moved Hapis prefabs into modded directory
Deleted any broken, unused Hapis prefabs
Deleted unused hapis military tunnel - this was being loaded causing some but very minimum memory and loadtime impact
removed a left over tickbox for a biome override on ground concrete foliage
fixed wall_300_pillar LOD1 rotation
More "_on.static" prefabs - Torch holder variants, legacy furnace, cauldron and mixing table
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings
- assuming the tool still applies good settings
Updated campfire_static to use latest campfire lighting and fx.
Added campfire_on.static + latern_on.static - always on prefab variant for map makers/modders.
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
Revert playground to original state
Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
Fixed map marker info not being properly updated when updating dynamic pricing
Formatting change on map vendor
Fixed server projectile visibility check sometimes returning false when it shouldn't
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream
- reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations
- add `loadmap` test command to load local map when profiling deserialization
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
Generate manifest with new string pool