195,884 Commits over 4,110 Days - 1.99cph!
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result
If the caboose is destroyed, try to pay all scrap that's in as bets or in player storage out to the players, based on the amounts they've each put in. If for whatever reason this can't be done, drop it on the ground.
Allow changing the RC ID for drones
More audio fixes when flying the drone from the computer station
Freed up some shader keywords
Fix NativeArray.Resize from merge
merge from navmesh_stall_fix
Fix FPNativeList after merge
Merge from main -> global_networking
Changed WaitForSeconds() -> WaitForSecondsRealtime()
subtracting
75856 navmesh_stall_fix due to causing a navmesh stall during startup
Inverted culling volume test to deal with the paper thin caboose wall light bleed WIP.
Fixed NeonSign material being blank.
Optimized NeonSign texture sizes.
Tweaked Caboose Graffiti to be cutout rendered instead of faded (necessary for lighting purposes)
merge from navmesh_stall_fix
Added warehouse UVs and Colliders (progress)
animal vs pet target/threat behaviour changes
merge from item_move_fixes
merge from /player_movement_rpc
Increase base health.
Added a player damage multiplier.
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Give the caboose 20% more health
fixed powerlines baked LODs displaying backfaces on doublesided geometry
fixed incorrect material ID assignments on hvac_exhaust prefab
S2P WTP, Trainyard, Excavator
Fixes to building privileges in WTP, Trainyard, Excavator
merge from halloween2022/fixes
Fixed caboose killing players on load from save
S2P gas station
Fixed both harbor monuments switching to HLOD mesh too close
Improvements to base drone sound code to sound better for manual controller drones