111,922 Commits over 3,928 Days - 1.19cph!
Converted small rock formation prefabs to MeshLOD
Converted v2 rocks to MeshLOD
Converted Rock clutter to MeshLOD
merge from treasure_mission_refresh_fix
Converted cave segments to MeshLOD
merge from polar_bear_cull_fix
merge from hvrocketsounds
merge from wire_slacking/christmaslights
merge from fix_teammate_building_guide_lerp
merge from techtree_workbench_multi_acces
converting prefabs in /static folder for MeshLOD when possible
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
Fixed the Wildlife Cull mission not registering polar bear kills
▄█▋ ▉▊▇▅▄▊▆▌ ▆▊▆▍▇▆▋ ▊▄▄▄ ▉▄▉ ▅▋▉▍▅▅▆▉▋▍ ▆▇'▆ █▇▅▊▅▅▇▄ ▌█▇▄▋ ▄▅█▄ ▍▌ ▋▍, █▊▉▄█▅ ▉▊ ▍▇▊▄▄▆ ▇▌█▍ █▊█▇▇▅▍
█▄▅▄▊▍▇▊ ▆▄▋▊▊▋▍ ▋█▌ ▄▋▄▋▌ ▋▊ ▊▄█ ▄▉▅▇█▅▄ ▄█▊▇ █▇▇▋▆
Show all three tech levels all the time, disable the unavailable trees
https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
Subtract
74200, which reverted a fix for trains not leaving collision triggers if they were destroyed while inside. Let's try this again and see I we can fix the NRE this time.
Fix NRE when teammate's building guide is near certain building blocked volumes
Implement lerping to smooth the 10hz update rate of teammates building guide
- fix player guides being removed & recreated every update (due to client team comparison)
- snap to last position whenever building prefab is changed
- fix building guide not disappearing when going to sleep
█▍▆█▇ ▄▌▉▄█ ▅▇▆▊ █▆ ▅▊▉▅█▌ ▋▆▄▍██ ▉▅▆▍▉▉ ▅▄▆▌▊▉ ▇▆ ▇▉▋ ▊▅▇▍▇▅▌██▄ ▉▆▍ ██▉█▍ ▌▅▅▋▊▉▇ ▄▇ ▄▄▋ ▅▉▅▉
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
▇▇▌▄█▆▍ ▉▋▊ ▊▋▌▊▄▄ ▇█ █▇▅▇▇▉ ▌▊ ▋▆▄▉▉ ▇▋▉ █▍▉█▆▇ ▌▋▅▇▊▍█▇ ▋▅▍▍▄▄▊▍▄▆
Similar change for the fuel gauge
Removed numbers and 'knots' wording from scrap heli airspeed indicator
Fixed minicopter not being able to sleep properly after being pushed (hurt feelings?)
Fixed total required scrap text appearing when opening a tech tree
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
Converted train tunnel train tracks to MeshLods
Merge from meshlod_converter
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
Fixed null reference exception when using Last Used code button on a modular car codelock
Fixed slack rotation issues when placing the light box on angled surfaces
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
Added new fur setups to cinematic rig
merge from flamethrower_informationpanel
merge from allow_barricades_monuments
merge from qol_show_teammate_building_guide
merge from qol_show_teammate_building_guide -> aux2
fire arrow viewmodel/flight sounds
unique sounds for HV rockets
merge from allow_barricades_monuments -> aux2
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent
- fast path is see if the `prevent_building` collider is already tagged
- slow path is using a physics cast to search for `prevent_building`
- caches to avoid falling back on the slow path every time
merge from waterpump_deploy