141,913 Commits over 4,536 Days - 1.30cph!
statesync tests for events not firing if they're on frame 0
merge from glass_ar - square steam images, pack icon, naming tweaks
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
Merge from effect_recycle_glass_fix
detachTime and recycleTime is no longer read only
Don't set those times to 0 at build time if no particle system is present
Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
merge from underwaterlabs_monument_blockers
russian roulette;
- gibs added
- guide prefab
- prefab updated
- icon updated
merge from medical_honey_bandage
Added missing teas to the cooking workbench cooking visuals
All teas spawns the kettle now
Adjusted the world model LODS to match the regular bandage
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
Moved the NPC spawner slightly away from the monument blocker in one of the modules
Added monument blockers to underwater labs red key card doors
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
fix to recycle and efficiency worldmodel upgrades for missing faces
rebuilt skins list with crystal ARs
Updating skinning for bull/calf
merge from advanced_wooden_crate_gib_fix
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
crystal ar final store icon
Hooked up randomisation on alien costume vm
Merge from vm_randomisation
New milk item placeholder
If an item id doesn't match the shortname, show an error in the inspector with a fix button
merge from render_pipeline_testing
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
Hooked up fur shader toggle when shearing is ready
Added readytomilk and readytoshear debug commands
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Animals can now eat from a trough, will prioritise that over grazing on grass
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Hooked up male calf prefab/material
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Merge from footstep_heavy_armour_fix
Fixed player footsteps not playing when slowed by excessive amount of armour
Affects players wearing full plate set as well as diving fins while walking on land
main -> character_customisation
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)