157,778 Commits over 4,566 Days - 1.44cph!
Fix pie menu not updating the name or description labels at all if the new option has a null/empty name or description
Can be seen on the gesture menu, starts with placeholder text and then will switch the surrender description and never switch away
Comment out clouds debug log
Refraction viewmodel particles fix
Increased bread/brioche dung boost time from 2/2 minutes to 6/10 (they were already much less effective on the new dung timescales)
Modified animal eating behaviour - they will now prioritise the trough if there is food in there that gives them a boost
Fix depth not being cleared correctly during hole pass
Reduce minimum stack size of wool for vendor to 25
Reduce maximum size of wool for vendor to 400
400 wool will now get the top rewards
Trainyard scene is now playable in editor
Fixed unloadable traincars not applying the softcore loot multiplier
Also doubles the items found in the lootable train car (bonus - we could now apply this loot scaling to any loot container in the game?)
Added a static ScaleGatherAmount method to BaseGameMode to reduce a bunch of copy pasted clamping logic everywhere
merge from automated_testing (test fixes)
Fixed Bull_ThreatOffToOneSide_TurnsToFaceBeforeStomping failing because of overgrazing leaking in between tests and changes in
166339
Added a countdown timer to the pump at dome if the oil rig countdown is active
Remove market place power tests
Always spawn purchased animals in front of the vendor, not behind the player
Map cursor implementation, added fixed center crosshairs.
Can now add/remove map markers at the crosshairs
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway)
Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb
Had to make actual asset changes for this
fix vclouds not respecting render scale in RRP
merge from automated_testing (test fixes)
Restored some timeout attributes
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto
Restored LambWool.asset
electronic chessboard;
- early initial art setup still very wip
- prefab created
- item created
- material created
- sitem created
- ran manifest, localization, skins
More editor test fixes
Test list
Fix SocketMod_TerrainCheck.cs after merge
Fix Antihack.cs after merge
Baked sheep fleece, was needed after
166175
▊▄▉▍▆▋ ▅▉▍▍ ▊▉▅▋▊▉▍▄▌█▍▄▄▆▊▊█▆▌█▅▅█▋
▅▋▌▋▌▌ ▋▄▌ ▉▍▋█▆▍▍▉█▋ ▄▌▋ ▌▍▉▍▉▊▊▊▌ ▌▍▋█▆ ▊▆▅▉▅██▄▍▌ ▌▌▊▄ ▌▋▉▉ ▅▇▍▌▅▌▆▄█▆ ▋▄▋▋ ▌▊▆▆▆▆
merge from main -> fix_foundation_clipping_rocks
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue
Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Bugfix(editor): fix net id desync after reloadmap
Tests: threw a rock after reloadmap - no desync errors
remove toggle option for neutral light, it's stuck on in rrp for now
Big test description pass
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max)
- falls back to recursive if the cache misses
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup
Tests: reloadmap didn't generate errors
TestLivestockHome cleanup
fix water reflection probe funkiness when using the chippy arcade machine in RRP
▌▍▍▌▅▉▅▉ ▆▍▊▌▄▍▄▋▍ █▋▋▍ ▋▉▄▍▅▋
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
improved monument placement - 13s faster
- split tier check out to early exit as a first check and water check to run at the end
- let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
merge from render_pipeline_testing (fixes)