4,868 Commits over 639 Days - 0.32cph!
merge from garagedoor_optims
Match LOD settings with skinned mesh
Closed and open garage door meshes impl
merge from codelock_entercode_cache
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute
Only used by codelocks Menu_Enter_Code so far
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together
Keep the skinned mesh only when its busy (opening or closing)
merge from laserdetector_fastvehicles_fix
Fixed laser detector not detecting fast moving vehicles reliably
merge from io_serverrestart_fix
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
Added server version of Translate.GetPhrase
Added Translate.GetPhrase method, was needed to get phrase from a token
merge from naval_update/deep_sea
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Bump default ocean scale to 3 in deep sea
merge from naval_update/floating_cities
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
Fixed debug.printanimators command NREing when finding a null animator controller
ResetStaticFields on LightLOD
Connected both water catchers to the water barrel in the farm barge
Fixed mess table static prefab not being mountable
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
Removed MonumentInfo component from floating city 1 and 2 scenes
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later
Also added a null check in MapView.SetupMonuments
Fixed rain not working in deep sea because of thunder not being deep sea aware
(Effects still not working as they are spawning 500m up in the sky)
Fixed deep sea weather state sharing the same instance as the main island weather state
merge from store_atlases/v2
Fixed some store blurry icons
merge from store_atlases/v2
merge from bed_skinviewer
Rest of the misc packs atlases
More pack atlases, cleanup
Building skins and hazmats atlas variants
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps
Disabled mip maps on all store atlases and assets
Fixed atlas issues in steam inventory screen
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
2/? (plastic being plastic)