129,999 Commits over 4,140 Days - 1.31cph!
Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
New fluid combiner material
Merge from Main->Vehicles
When using the vehicle lift, show a small loot panel for a selected vehicle module if that module itself has internal storage. Allows for more easily emptying modules to allow them to be moved or removed.
Merge from watercatchersupdated
Hooked up new animator states
modular car audio tweaks and polish
Add HasComponent extension methods for Component and GameObject
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Showing some gizmos to preview splits.
[D11] Fix for player not sending snapshots after force disconnect. In fact it fixes the logging, snapshots are still being sent.
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Exporting prefabs, loading them in game properly
Moved bandit town changes into prefabs to prevent issues with HDRP merge
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Code review: doClippingCheck
Code review: Remove garbage gen in TryGetItem
Code review: Changes to var
Merge from Main->Vehicles
Update the language used in some of the older strings
cherrypicking
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Add a convar to set the cooldown before a smart alarm can send another notification
Automatically remove subscribed players from smart alarms if they don't have building privilege anymore
Runtime ECS placement test.
Disabled SRP batcher (perf test)
Fix teleport commands not working with sleepers
Fix teleport2marker teleporting you to the bottom of the ocean
Performing conversion as part of SceneToPrefab
Fixed gibs errors on smart alarm and receiver
Utils to clear out stuff that isn't needed post conversion
Properly reapplied
47976 (HDAdditionalLightData optimization)
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Reapplied
47976 (HDAdditionalLightData optimization)
Fixed lit particle reverse fresnel opacity
Cliff/Rock decor prefab layer set to World
Increased minimum temperature inside a planter box
Increased growth and yield gene effectiveness