157,597 Commits over 4,536 Days - 1.45cph!
Lower raw fish from 40 -> 10 biofuel calories
Lower cooked fish from 60 -> 20 biofuel calories
Override potatoes from 125 -> 40 calories for biofuel generator
▌ ▅▍▅▊▍ ▊▉▉▇ ▋▆▇▊▋▇ ▉▆▍▌▉▋▋▄ ▊▆▆ ▊▉▄█▍ ▍▉▉▅▉▅▆█▍ ▌▍ ▅▄▋▍▋▌▍▄▌▊ ▄▍▄▇▌ ▉▇▊▍▍█▌▋▇▋▄▉▋▇▍▉▍▊▌▉ ▍▌ ▇▉▌
Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off)
Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross)
Tweaked all the relevant light fixture materials to use it where applicable.
removed unneeded scope attachments from entity prefab
merge from critter_animals
fix critter bugs
- frog animator error on spawn/despawn
- spamming log for turtles when unpausing
- jellyfish population not spawning in jellyfish
Shears first pass animations and set up
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc)
- don't round up foods that we explicitly override
Fix deploy anim when swapping from torch to building plan
▋ ▅▄██▇▉▍▅█ ▌▅▋▉▌ █▅▉▆▇▍ ▅▅ ▊▍▍▄▍▅▇▉▌▄ ▌▅ ▍▆▋ ▊▄▅▇█▅
Added client tests to check the livestock player colliders
Livestock_SprintingIntoItDoesNotCrouchThePlayer is failing currently, its a broader issue we have causing the players to auto crouch when running into things
Allow items that give out <1 LGF each to accumulate leftover LGF too
Fix lead breaking easily, show sheep genes, fix tests
Optimised sheep and lamb textures sizes
Added client side player movement blocker colliders to all livestock animals. They only collide with players
Merge: from playermovement_connect_nre
- Bugfix for out of order snapshots on player connect triggering NRE
Tests: booted into craggy
Fix sheep idle baa sounds not working, they became unlinked
Bugfix: fix playermovement NRE when initializing a parented player
Can happen if snapshots arrive out of order on connect
Tests: booted into craggy
█ ▄▆█▅ ▅▆ ▍█▆ ▉▆▅▇ ▄▋▆ ▌▌▍▄▋▌ ▋▊▍▄▆▆ ▄▇ ▅█▉▆ ▇▊▅▆ ▅█▉█ ▉█▊▍ ▅▌▉▆▇ ▌▋▋▊▆▉▋ ▆▄▍▋ █▍▇ ▌▊▄▊▄▅▉ ▋▉▉ ▆▆▆▍ ▍▍█ ▋▌▄▇▊▌▊▅▄▇▄▄█▋▄▊▅▌▇▄▅█▅▋▅▆▅█▍▆▌▆▅▉▄▉▍▄▅▌█▉▄▋▉▊▄▋▅▊▅▄▊▌▆▇▊▆▆█▊▅▅▋▉▋▌▍▋█▋▄▊▉▊▊▇▇▅█▅▇▆▇▅
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
Allow consumables to override the calories provided to the biofuel generator
merge from Livestock_animals
exported updated nailgun refesh vm anims
Added sound events to viewmodel reload
Merge from airwolf_repairable_pad
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
set up new worldmodel prefab
Ton of refactor/rework for new centralised system for food, cooking and pie visual config - now all configured on the item definition instead of a bunch of place.
Adjust UI inventory blur to use new grabpasses
merge from analytics_signs -> main
Add "frame number" so we know which frame of a neon sign is being modified
added and edited ultra wide screen component to nailgun viewmodel prefab. removed old gun mesh
Harbor 2 - boarded up more windows that allowed to see into the loot room
Add analytics for signs being painted
merge from sentry_background_thread_errors -> main
Tag background thread errors as "background thread" so we can filter them in sentry
merge from jungleanimals_spawn_fix
fix for cinematic idle prop rotation + sprint idle arm fix
merge from sentry_background_thread_errors -> main
Remove downsampling from explosion overlay