139,323 Commits over 4,383 Days - 1.32cph!
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new tech tree unlock sounds are a bit quieter
Apartment complex b mesh fixes
Bitumen roof texture tweaks
Window atlas texture value fixes
Fixed console autocomplete ranking by match position in fullname instead of command name (party.connectparty instead of client.connect)
- industrial large furnace: prefab and item setup, lod0, material
- industrial decor pack sitem
- ran manifest and localization
Adding some roof barriers models to the apartment complex main building
scene save
Deleted old hair dye sets
Adding collider meshes for the road prefabs that were introduced for the apartment complex
Asset bundle test: Use full absolute path and platform-specific directory separator
Merge from editor_copytexture_error_spam_fix
Add copilot-instructions.md
Merge from terrain_culling_uav_fix
added some fake interior boxes to the broken windows prefabs
tweaked rooftop material to fit the new bitumen roof textures
merge from waterwheel_deployable
merge from atmosphere_workshop_error_fix
subtracting
147419 waterwheel headbob - Camera fuckery
UAV format support check for terrain culling
potential fix for obscure Graphics.CopyTexture error spam in editor
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
Added playground.hair to test dye sets
Added mid length dye materials
Added mid-length gradient map
fix water wheel pushing splash sound effect playing when the wheel is on land
tier 3 reinforcement plates, lods and prefab setup
Fix remove default unity terrain check from map render
Play poof particles when fuse becomes visible
merge from junkyard_greencard_fix - build
merge from wiretool_fluidtankboat_fix
merge from devtools_escape_fix
merge from adminui_copy_fix
merge from loadoutUI_refresh_fix
merge from waterwheel_deployable
merge from skinviewer_chickencostume_bc_fix
merge from sessionmodal_fixes
merge from vclouds_refl_error_fix
merge from storehero_text_fix
Remove fuse lighting from mortar.
Add instantly firing on reload.
Fix firing point not being attached to the mortar.
Implement distance text
Implement velocity calc for mortar firing.
Remove aim direction resetting on reload (old inherited behaviour)
(Mortar seems functional, needs randomness and recoil.)
Make some progress getting Rust/Standard to work with BatchRendererGroup
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
FlexVirtualScroll:GetItem NRE fix attempt