105,926 Commits over 3,806 Days - 1.16cph!
Fixed some methods still being called on map entities that have been destroyed (GameObject.Destroy vs. FindObjectsOfType in the same frame)
Cleanup upload code a bit
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Fixed upkeep resources cost texts being too large
Optimized upkeep cost calculation by caching upgrade costs during prefab preprocessing
Ensured vendors window is closed on server change
Refactored map view reset code into a single method
Can anger the heli by attacking it anywhere (provided it already isnt targetting someone and has been waiting a decent amount of time since it was last damaged)
updated overgrowth prefabs inside spawning junkpiles
arid variants for some grasses
fixed incorrect biome set on a tire prefab
S2P all (overgrowth links refresh)
fixed an offset that appeared in coaling tower prefab - collection bin offset
removed missing mesh bit from static refinery prefab
new tree models for monument overgrowth, temperate and snow variants
added a button to the workshop editor to toggle the pole light
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Skinnable setup, placeholder icon
Merge from metal_detector
merge from server_parent_pid
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merge from vending_machine_optimisation
some extra non hazardous labels for loot barrels (recycling, etc.) CHanged the static one that was saying 'fuel' for 'poison' to avoid confusion to players
Fixed kayak anchoring not working
Fixed exceptions from WaterDepthMasks
Update timeline with new fade to black signal
Animation polish pass for end tutorial cinematic
Working well on the Arctic page
When there's no PropRender script and we're calculating the ideal camera position ourselves, put it on an angle above the model instead of level with it
Ignore zero-volume renderers
Add support for vehicles in the skin viewer (e.g. Tomaha in Arctic pack)
Create a skin viewer per info model, only while opened. Since we can now have more than once, it makes less sense to have a single static one there.
Remove Canvas component from CloudDemos root, seems to fix interaction issues
Denmo UI doesn't want to catch mouse pointer events
Anchor the kayak on the x and z axis so it doesn't float away while the cinematic is running
Add cinematic option to hide first person player legs