130,005 Commits over 4,140 Days - 1.31cph!
Merge from effect_benchmark
#if CLIENT, more effects per run
merged & fixed water consumption changes
finished water consumption changes: protobuf, display, update.
Updated some test scenes that used craggy's terrain
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
Savas and Savas koth wrap up before playtests
removing old testmaps I made
[D11] More Z fighting materials fixed
[D11] Don't call CanLookAtEntity every frame
[D11] Translate Kick messages
[D11] Prevent server code running on client
[D11] Don't disable/enable poolable behaviours/components when destroying
Tentative fix for lift not deploying in builds
Moved car lift to electrical category
Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
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Using IOStateChanged instead of UpdateFromInput
Boot out player interaction if they're using the lift when it loses power
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Remove obsolete method, exit Modular Car inventory loadout, edit test map
Merge from Main -> Vehicles
Show some helpful messages when a notification fails to send
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Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
[D11][#3169] Show popup when failing to connect to Rustworks.
[D11][#2997] Do not mark the player as hostile for setting fire to their own corpse. Check we are not hostile when trying to respawn at outpost
[D11] Upgraded construction distance while snapping
Added a temperature based water requirement multiplier to properties.
Water requirement calculation now uses it.
WIP refactoring some related stuff.
[D11][Art][#3193] Holographic Sight glass material
[D11][Animation][#2470] Player model light sources activating when triggered
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Exposed detail mask tiling/offset in HDRP/Custom/Lit Blend Layer shaders
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