139,247 Commits over 4,474 Days - 1.30cph!
Satellite launch computer now requires stage 4 power
Add a way to minimize options/sandbox panels, fix some demo2ui not using phrases.
Whoops, that should be stage 3
Also applied to small oil rig
Oil rig now requires stage 2 power plant level (50%)
Remove satellite event chat log
Fixed power icon on satellite computer
Push up phrases too, oops
Add copy/paste for timeline keyframes
Added clan events:
Turned on oil rig switch
Turned on water treatment plant (awarded when the gear is consumed)
Inserting a heavy fuse in power plant
Launching a satellite
Looting a satellite crate
Scores wip
Add double clicking keyframes to snap to their time. (+ a context menu button)
Fix demos not loading, blur manager NRE
network++
save++
persistance++
No longer hidden
100 Wood
200 Stone
Increased protection values (Subject to change)
Removed strings in entity names of airdrop rate terminal and chinook call terminal
This will break saves, better to do it before force wipe
Demo compatibility layer should ensure demo compatibility
Doubled cull distance of airfield terminals
Merge from water_treatment_plant_maintainables
Dart board HP 200 > 100
150 wood
Pool Table HP 400 > 150
200 wood
Expose where to implement an analytics event for fuse inserting
merge from editor_cfg_parallel_import -> main
Set standby import worker count to 0 and set shutdown delay to 10s
- prevents out of process import processes from sticking around and eating RAM
Add some better tooltips depending on what you pot
merge from waterwell_stock_decrease -> main
Pool ui:
- Fixed tooltips showing incorrect colour depending on if it was a successful or unsuccessful shot
- Always show your side to the left
- Various fixes
- Add two avatar icons: 1 for each player
Create tests to confirm waterwell stock is correct
Cleanup method that returns max stock
Fixed fuel tanks missing from HLOD at dome
S2P
SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Fix the maxStock for NPC vending orders being confusing
- it used to only change the initial stock and then refill to the maximum of the vendor
- now it just sets a different max stock for that individual vending order
Poolball Shadows, highlights, stripes etc
Merge from boombox_volume_interact
Added a raise/lower volume interact prompt to deployed boomboxes
Moves in 20% increments, can't go lower than 20% volume, starts at 100%
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
dartboard bullseye and win effect sounds
fix missing pool table deploy sound
Unsaved wip from yesterday
merge from game_room_dlc , updated jukebox, wooden panels wallpaper, names, lod distances etc
merge from sculptures - stone sculpture update
Merge: from mt_snapshot_saving
- Bugfix for invalid-api exception when trying to save attackheli turret with ammo/gun
Tests: spawned one, loaded it up and shot all while in Jobs 4 mode
Bugfix: cache ammo for heli turret, avoid TryGetComponent in Save which is not safe in MT
Tests: spawend a heli, setup an ak turret with 100 bullets, shot in Jobs 4 mode - no errors
better lod distances on dartboard and pooltable