1,712 Commits over 335 Days - 0.21cph!
Cleans up invokes on destroy (applied vending machine screens NRE fix)
Halloween missing strings
Localized missing strings, fixed 7th player egg count not having an outline
Fixed eggs spawning disabled after warmup
Spreads the initial eggs spawning over multiple frames during warmup time to avoid server stalling
Reverted the recyling eggs system due to LOD issues
Applied client side optims to Halloween candies prefabs
Cap player egg spawns, recycle oldest egg on new spawn
Server side optimizations: cap initial egg spawn amount, spread egg spawning over multiple frames to avoid server stalling and cache prefab resource paths
Eggs client side optimizations: enabled GPU instancing and culling for meshes particles and animations
Set wallpaper models to read/write mode to enable batching
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable
Added wallpaper deployable prefabs
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
Updated prefabs, removed placeholder models
Updated pipe tool and wire tool descriptions
Fixed multiple map markers disappearing when deleting a single one
Fixed the color check when updating nameplates text color
Fixed unnecesary nameplate vischecks when you're not in a team
Added ESPCanvas.DisplayDistanceMultiplier replicated convar, allowing servers to modify the distance at which nameplates become visible
Hide screens if the player is not authed
Generating points on the fly instead of caching them
Fixed a few edge cases when snapping from one wall to another
Restricted to walls
Set clipping checks to true by default when creating a new BaseVehicle
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IO entities snapping first pass
When deploying any electrical/industrial item, press left shift to align and snap to nearby entities
Fixed microphone stand incorrect power usage display in the UI
Fixed keycards held by other players always appearing green
Fixed map markers flashing when player is downed
Fixed map not opening when downed if using the new toggle map option
Dynamically show resource boxes based on TC content
Show/hide models based on TC content
Added doors and any other upkeeped entity to the block count
TC upkeep timer now updated in real-time instead of periodically
Fixed upkeep resources cost texts being too large
Optimized upkeep cost calculation by caching upgrade costs during prefab preprocessing
Skinnable setup, placeholder icon
Screens display protected time, resource cost per 24h and building block count
LOD setup
Skin prefab setup, screens showing tc information
Wrapped up the cannon module: added audio and vfx, implemented the UI
Rockets loading and firing, recoil
Revert files I shouldn't have pushed