255,460 Commits over 3,990 Days - 2.67cph!
Radwater now destroys the nucleus inside beehives
4k textures io research table
Beehives can now be heated with heaters
- Split off GrowableHeatSource so it can support any object so long as it has a IHeatSourceListener interface
- Clamped overall quality
Remove unused NavLinkUpdate callback
Hobo barrel visual cooking setup
Bugfix: ensure WaterCollision grid is setup with right terrain dimensions
Tests: In editor, started on craggy - size matched. Started on procgen - matched. Played demo - matched. In all cases validated initialization order to confirm no colliders/volumes were added too early. Exported PNG of the grid.
Cauldron and skull firepit meat setup
Cleanup UpdateLinkStatus + Cleanup & format
Renamed rabbit meat icons
Bugfix: FullServerDemos - transient entity recording fixes
- Use DemoCount instead of ChunkIndex when determing to send snapshots - ChunkIndices reset, so they can rarely overlap for an entity and cause it to not send a snapshot
- Reset counter on prefab pooling - previously it could cause skipping of transient entity snapshotting
Tests: recorded a bunch of demos in editor
Updated honeycomb description
small correction on trigger static list initializing wrong with excludelayers optim disabled
Fixed duplicate "Monetization" button in user sidebar
merge from visual_cooking_conditionls_merge #
114724
Fixed LODs on:
Honey Jar
HiveNuclei
Honeycomb
Use same priority order for subgraph inputs. Facepunch/sbox-issues#7706
Disable reload cancelling for USP, MP5, Python
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Doubled crossbow projectile speed (will make zoomed mode hitscan soon)
added cooking contional textures, materials and prefabs for bread and pies - adding to branch cause im not sure i trust the shelf
cherrypick
114515 - CoarseQueryGrid causing crash on server disconnect
Updated Bee Grenade World Model to use correct materials
Remove unused
Preload GameResources with the Resource system - which preloads all the dependant resources, reducing hitches when spawning for the first time
Fix crash
viewmodel - added new base idle (no waving around of fingers that make the jar defy gravity)
3p updates
- added bespoke override controller
- hooked up intial 3p anims (bigger grip and no pull pin action) in controller
- set entity to use new override controller
- scaled up mesh to match viewmodel sizing (1.3)
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update tech tree script for isSelected opacity
Clear kill window instead of only removing stuff outside of the kill window
- Prevent tiger reacting overly aggressively to fire
- Simplify fsm
Fix api section not loading
Refined the honey SSS parameters to fix it sometimes glowing too hard in certain lighting conditions.
merge fron crafting_update
Setup all meat prefabs
Setup BBQ cooking visuals
Experiment for with other fire reactions to find most intuitive one
move lock icon to top left on the tree
Added Bee Grenade Glass Gibs
Bugfix: ServerDemoPlayer - skip the auth flow when playing the demo
- also index packet logging messages - makes it easier to sort out order of things in editor logs
Seems the simpler thing to do for now.
Tests: played back staging demo - much less error spam
More consistent fire reaction
Additional server-side pie consume check.
Pie entity bounds fix.
Fix bindless lightmap crashes why are we never checking nullptrs ( closes Facepunch/sbox-issues#7705 )
Update collision matrix so you can shoot debris