130,556 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                converting prefabs in /static folder for MeshLOD when possible
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the Wildlife Cull mission not registering polar bear kills
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Show all three tech levels all the time, disable the unavailable trees
https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
 
                
                
                
                        
                
                
             
         
        
            
            
            
                
                Subtract 
74200, which reverted a fix for trains not leaving collision triggers if they were destroyed while inside. Let's try this again and see I we can fix the NRE this time.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE when teammate's building guide is near certain building blocked volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement lerping to smooth the 10hz update rate of teammates building guide
- fix player guides being removed & recreated every update (due to client team comparison)
- snap to last position whenever building prefab is changed
- fix building guide not disappearing when going to sleep
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▇▌▄█▆▍ ▉▋▊ ▊▋▌▊▄▄ ▇█ █▇▅▇▇▉ ▌▊ ▋▆▄▉▉ ▇▋▉ █▍▉█▆▇ ▌▋▅▇▊▍█▇ ▋▅▍▍▄▄▊▍▄▆
 
                
                
                
                
                
             
         
        
            
            
            
                
                Similar change for the fuel gauge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed numbers and 'knots' wording from scrap heli airspeed indicator
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed minicopter not being able to sleep properly after being pushed (hurt feelings?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed total required scrap text appearing when opening a tech tree
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted train tunnel train tracks to MeshLods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from meshlod_converter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed null reference exception when using Last Used code button on a modular car codelock
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed slack rotation issues when placing the light box on angled surfaces
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from flamethrower_informationpanel
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from allow_barricades_monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from qol_show_teammate_building_guide
 
                
                
                
                
                
             
         
        
            
            
            
                
                fire arrow viewmodel/flight sounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                unique sounds for HV rockets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent
- fast path is see if the `prevent_building` collider is already tagged
- slow path is using a physics cast to search for `prevent_building`
- caches to avoid falling back on the slow path every time
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from waterpump_deploy
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from qol_building_blocked_visual
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from qol_reduce_f15_volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pass null when checking IsInvoking() instead of getting a profiler key
Fix NRE in profiling key creation if an entity is killed while an invoke is happening
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> allow_barricade_monuments
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Add "Building Guide Preview" to options menu
- Always 
- When Building (default)
- Disabled
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water pumps deploy volume so they can be deployed in a triangle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple)
Start adding convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> qol_show_teammate_building_guide