6,785 Commits over 2,526 Days - 0.11cph!
Shrink satellite kill radius to match the new (smaller) satellite model.
Fix model offset so it is centered in prefab.
Compact some serialization
Merge from targeting_refactor
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Partial and comment passes for SatelliteCrash
Merge from satellite_crash
Move the screen UI to the control computer prefab, not dynamically spawned.
Refactor code to use it.
Merge from control console art
Bunch of asset + folder cleanup, rename, organize.
Satellite prefab cleanup, remove placeholder art.
Fixed phrase merge, restored 37 phrases
Merge from main (broken merged phrases)
Setup control computer entity with the WIP model
Merge from sat_con_console
Clean up of prefabs + folders
Merge from playermaintainedmonuments
Merge from satellite_crash
Refactor to allow for additional error messages.
Add error message for trying to move target out of map bounds.
Don't consume fuel if trying to move out of map bounds.
Run cheap bounds check before others.
If the regular step in the selected direction isn't suitable, try more steps in the same direction (thruster_extra_steps) if we have enough fuel - and cosume that amount of fuel
Bunch of fixes for initial targetting.
More robust, loop and retry if initial position not found first time (loop convar controlled).
Cheap land check first.
Update crash remains entity with new art
Add the raw satellite model to the prefab for now
Test save loading fixes I just used for testing/profiling on a real save
Base/Player/Horse modifier system pooling