130,552 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Subtract rounding the serverside radiation values
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a transform line renderer for the extra belt parts on the side of the horse
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> fix_radiation_rounding_damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from fix_ddraw_text_ztest -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_map_focus_light -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added hill cliffs small to the world setup / smaller rocks will spawn around the hill cliffs to fill in some of the previously empty areas
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from community_ui_inventory -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: avoid exceptions when modifying decals in editor
Tests: on craggy spawned a bunch  of decals, modified them in various ways, deleted them - no exceptions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> community_ui_inventory
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_jug_dump_leaving_water -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporarily prevent wolves from hunting scientists until we update their AI
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_map_marker_num -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Connect further up the horse (like it would do in real life)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wolf mesh not being culled on client when occluded
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use side anchors rather than central one
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added temporary rope material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced thickness of tow rope, as well as  ampliitude of wind
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for hands clipping through glove mesh in:
Burlap Gloves
TacticalGloves
LeatherGloves
NinjaSuit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Remove editor-only per-decal Update callback
- They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes
This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead).
Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use cliententities rather than serverentities to find other towing visuals
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_map_marker_num -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves not stopping when ai.move is set to false while the server is running
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Catapult Explosive Ammo FBX, Materials, Textures
Setup Basic Catapult Explosive Ammo Prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-setup catapult for towing visuals
 
                
                
                
                
                
             
         
        
            
            
            
                
                siege_weapons -> siege_weapons/visual_towing
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▉▆▇▆█▋ ▌▌▍▊▆▍ ▍▇▋▅▍▆▄▍▍ ▊▅ ▅▆▇ █▆▅▌ ▆▋▋█▊▄ ▍▇ ▌▇▆ ▄▍▇▉▍▉▇ ▍▋▍▍▋▍▌▍ ▅▅ ▍▄▇▉▋▄█▉▆█ ▊▊ ▅▊▇▊▋▍▊▋ ▊▆ ▌▄▆▇▌▆▍▋▊▊ (▍▋ ▇▋▄ ▊▆▌▍▍ ▋▄ ▊▇▉▇▊▄▆▍ ▆▇ ▉▊▆▇▇▇▅▅▉█▌)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replaced small rock formations in the world setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                timed_explosive_hit_normal -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                timed_explosive_hit_normal -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▄▌▍█▅ ▊▋▇▋ ▊▄_▅▋▆▄_▄▇▇▍▉▋▋▄▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                deleted unused model prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
 
                
                
                
                
                
             
         
        
            
            
            
                
                npc_spawn_on_cargo_fix -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▇▉▌▋ ▅▇▆▆ ▅▆▌█▍▊▉▆▍▊▌_▅▌▄▋▄▋▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                Easier to target catapult ammo storage
Increased reload time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (trivial merge)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved catapult deployable prefab sockets
Easier to deploy on uneven terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from vehicle_optims
Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables
Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0