134,274 Commits over 4,444 Days - 1.26cph!
Imported remaining conditionals
Removed the old preloaded id from the cassette protobuf
Added cassette.WriteAudioToCurrentCassette to load arbitrary files for testing
Added cassette.CorruptFile command to make some busted files for testing
Water desalinator will now bypass gravity on outgoing fresh water while powered
Standardised output flow rates on desalinator and water pump
1module_cockpit conditionals copied
Copied across all values except conditionals, updated editor GUI
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
Converted sliding components
Move TriggerParent module code
Rename ModuleEngineItems to VehicleModuleEngineItems
Initial work on test conversion to subclassing method. Currently not compiling.
Merge from Main->Vehicles
Fix the same thing happening with the regular teleport too
Fix teleport2me teleporting a random bot sometimes when the player was not found
Fix being unable to use teleport2owneditem when the player is offline+dead (provide a steamID instead)
Add teleport2marker to teleport you to your marker point on the map
Explicitly set app.serverid's default to empty
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
[D11] [UI] Removed unit suffix from Camera Inertia value.
Toning AO down on 'atlas_wood_stone_metal_ao' texture
Wood tier wall/half/third corner conditional meshes/colliders
Stone tier wall/half/third corner conditional meshes/colliders
[D11] Ambient lighting - need to check for the player construction along with checks for other environments.
[D11][Graphics][#3902] Fixed doors occlusion culling issues
maybe ensure clrjit.dll is not locked *before* trying to delete it (oops)
Kill off c# compiler before installing new version of Unity
Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
[D11] Ambient light. Additional triggers on the sewer tunnel ladder. Using separate update periods for player-created buildings and other constructions.
[D11] - Removing missed read/writes
[D11][UI] Set quick chat icons, rotate direction icons
[D11][UI][#3966] Fixed a number of issues with the assign sleeping bag screen.
[D11] Temporarily switch the light off for the shotgun trap fire effect
[D11] [UI] Removed backend new line tag error from localisation file.
[D11] HDRP Fixes for ExplosionsLightCurves and related prefabs
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
Code review: Change shader property strings to IDs.
Code review: Combine MaterialPropertyBlocks and make static.
Reduce garbage gen in RefreshLODSets a little
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
Code review: Remove unused vars.
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Merge from Main -> Vehicles
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.