139,790 Commits over 4,505 Days - 1.29cph!
Merge from PlayerMaintainedMonuments
adding side tracks for spawnable trains
pull specific pass out of material instead of drawing all passes
Bigger env volumes for new station to fix visibility issues and errors
Merge from PlayerMaintainedMonuments/powergrid
Remove stale references to powerline entities in various scenes, WhatUsesThis now returns expected result
Fixed missing station links
Change water treatment plant spawn priority to highest
Remove usages of now unused powerline entity from various scenes
S2P harbor1, harbor2, trainyard, gas station, warehouse
Updated store sculpture mdoels
pool_tweaks -> game_room_dlc
merge from Fixed SmallBackpack Workshop Model
Fixed SmallBackpack workshop model
Added stone sculpture to the skin viewer
Change door in new power plant loot room to use new colourless security door
Update the loot in the room
small optim for better cache friendliness
merge from aiming_module_rename
Rename aiming module name + desc
LODs and gibs for Halloween Wreath
Add soem softness to the corner movements
Merge from PlayerMaintainedMonuments
Make Rust/Standard SRP-Batcher compatible
Ensure mouse movement cant move faster than A/D movement
Stone sculpture store page wip
added bobber.worldmodel
fishing tackle now references proper worldmodel instead of burlap sack
Fix pooltable playable NRE
netting now has a proper world model and lods.
Bar ganes pack store page wip
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
Remove _RRP multi_compile keyword
Re-add _UsingRRP dynamic branch
Merge from foliage_displacement_alloc_fix
Remove alloc from foliagedisplacement
bandages now drop correct bandage model that closely resembles icon.
Post merge fixes:
Re-add pad button translation
Fix gamepad menu cursor
fixed leaking emissive on mini fridge for gibs.
created gib material for minifridge but disabled emissive and ao
now looks like lights turn off when mini fridge is destroyed instead of staying on.
auto turret now has only 1 LOD component instead of 3.
original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component)
they both now cull at the same distance.
Merge from satellite_crash
Add token for Satellite Crash death PrefabInformation.