126,704 Commits over 4,109 Days - 1.28cph!
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Refresh performance stats properly with engine inventory changes, and general code cleanup
Check IO ent of a wire exists
Fixed animated direction effect on wires showing while hose tool is equipped and vice versa
Fixed code not getting run when on the lift, meaning engine icons didn't always show as locked when containing items
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Increase push rotation force
Fixed water catcher losing fresh water if connected to a water barrel filled with salt water
Increase engine drive power a little
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[D11][UI][#3921] Moved save zone notification[#3916] Altered oxygen bar. Removed unneeded component in game options
Storing models used to make better use of UV space.
[D11] - Tweaked AO settings
[D11] [UI] Renaming a sleeping bag or bed no longer opens a popup dialog before the OSK. Renaming sleeping bags/beds now correctly cancels the renaming if profanity is detected.
Limit extrapolation for dropped items to 200ms to prevent from sliding too much and going underground.
[D11][#3915] Auto authorise players when placing Tool cupboards
Stone tier new blocks, includes models/gibs/col
Refresh setup menu when connecting/disconnecting
Don't show team leader's death marker to everyone
[D11] - update to water / colour grading
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Planters are now stackable (10)
Fixed small planter repair cost
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
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Disable shadow casting on hose line renderer, seems to fix the flickering issue when particles are on screen
Remaining biome volume stuff & TOD exposure iterations
Highlight vehicle modules with the hammer in the same way that building components are highlighted
Fixed not being able to store salt water in water barrels (was an unintended regression)
Can now store salt water in water barrels but it won't count as "fuel" and cannot power sprinklers
Cull sprinkler animator completely
Added grass displacement to various deployable items
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Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
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Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
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Still some slight movement, so increase extra ticks to three
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.