116,053 Commits over 3,959 Days - 1.22cph!
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Removed new turret from attack heli for now, until I can get it set up properly (Gibbable script was causing crash on load)
Finished transport heli fixup
ScrapTransportHelicopter prefab fixup part 2. Manually ported collider changes from other branches
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ScrapTransportHelicopter prefab fixup part 1
Mostly set up ability to buy attack heli from Air Wolf compound
Revert corrupted scrap heli prefab from the merge, I'll have to manually sort it out
Merge Main -> Attackhelicopter
Parachute straps now properly attach to player's back (temp until more final art)
Merge
85110 -> AttackHelicopter, make sure the prefabs are right
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities
Replaced block allocator with fixed size cell allocator
Refactored tons of code to make it readable, organized and reliable
Show ping for each zone on the server list nexus modal
Add a header for the zone table so it's clear what the numbers are
Optimized textures
Mat polish
Set icons for the nexus join modal
Demo recording thread safety
Updated LODS for Pipe Wrench and Spanners
Renamed Spanner Textures to match naming convention
Changed LODing Method on specific Spanners
Fix rank creator textbox not being readonly when the player doesn't have permission to create ranks
Fill in the blank on the help message explaining the clan table
Moving more stuff to textures.split.split.bundle (test)
Inner/outer consistency stuff
Initial extra bloom
merge from industrial_grade_upgrade
merge from /main/nuclear_missile_silo/flyby
Fix ground check for weapon stand
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
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merge from community_ui_scaling_fix
Expose beltScrollSpeedMultiplier on mining quarry
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Fixed emoji rendering in read only input fields
Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Merge from hackweek-chat-emoji