128,907 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_map_focus_light -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed not working in standalone builds due to lighttoggle being a server convar
- split into a client & server command
- client checks if map is open and sends convar to server
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge from main -> fix_map_focus_light
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_io_arrows -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compile errors on CLIENT and SERVER
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add io arrow accessibility settings to options menu
- already existed as convars but weren't in menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change from DDraw for arrows to using real meshes for arrows
- still uses ddraw when editing IO entities in scene view
 
                
                
                
                
                
             
         
        
            
            
            
                
                - add cloud config preset system, presets can be transitioned between
- add presets: scattered, sparse, thin, thin2
- weather map moves with wind vector and skews coverage shapes
- don't follow the camera Y component, just XZ
- more lighting and shaping tweaks
- add editor window to view live weather map
- set up proper gameobject+mesh under sky dome to display the render
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from 
106893 - skinnable backpack
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move renderersout of the rig to make FindRig work properly
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                merge from main -> qol_io_arrows
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from copypaste -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove console spam when copying entities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▉▋▆ ▍▅▌ ▊▋▄▋ ▅▄█▍▆▊▉▊ ▌▊▆▉▇▌▉▅▍▋ ▄▄ ▆▉▋ ▊▇▉▍▋▍▊▄.▄▋▇▉▇▊▍▉▄▉▄▊ - ▅▉▍█▇█▍▍ ▍▋▍▉▊▇ ▌▊▊▊▌▊ ▅▉▆ ▌▍ ▇▅▉▍▆▍ █▅▌▉▄▇▅ ▉▆▄▋▅▇▋▌▌▄▌▇ ▌▇▋ ▇▉ ▊▆▄█▄ ▆▇▍▊▌█▇▋▋ ▋▆█▅▉▊▇█, ▍▅▅ █▅▋▊ ▇▉▋▋▇ ▍▋▇▋ █▄ ▊▌██▆█▅▆▄▄█▆, ▅▋▅▅▇▍▆▉▅▊ ▆▇▇ ▋▊█▌▍▍▊▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
 
                
                
                
                
                
             
         
        
            
            
            
                
                Undo accidental change to procedural map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make wolves more accurately align with food when eating
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for gap in cliff_tall_a
 
                
                
                
                
                
             
         
        
            
            
            
                
                siege_weapons -> siege_weapons/visual_towing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce the padding distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (trivial merge)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from remove_editor_update
- Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms). 
- `demo.play` accepts absolute paths
Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: demo.play respects absolute paths
Tests: Tried to play a demo outside of demos folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Catapult Stone Ammo FBX, Materials, Textures and LODS
Setup Basic Prefab for Catapult Stone Ammo
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> copypaste
 
                
                
                
                
                
             
         
        
            
            
            
                
                kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_teleport2grid -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Remove IO pipe debug update invoke
Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances.
Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix recipe clicks triggering when drag scrolling the recipe list
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▆▅▆▇▊ ▇▊▆▋▅▆▌▍▇▋ ▌▆ ▌▄▍█ ▌▉▅▉▅▊ ▄█▋▌ ▆▄▌▅ ▇▌▍▄▆▆▄▉▉▌ ▌▆▆▌▌▍▋▍▉▋ █▊▅ ▌▉▋ ▉▌▍▇ ▄▋▄▆ ▇▄▆▌▌▊/▇▆▍▆▊▌ ▇▅▊▋▅ (▇█▄▊▋▊▅▉ █▊▅▉▆▌▄▅▍)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▆▆▋▅▉▅▅█ ▅▍▌: ▄▆█▇ ▍▌▊ ▆▍ ▊▊▅ █ ▄▅▆▄▌▅▍█▌ █▌▉▄▋▄ ▌▇▄▋ ▍▊█▅▉▌ ▄▋▊ ▉▅ ▌▉▅▇ ▅█ ▍▄▉▄ ▍▇▅▌▊▋▌ ▅▊█ ▊▊▍▆▋▉ ▍▊▅▋▇▇'▍ ▊▉▆█▋▉▊ ▍▇ █▋▍ ▇▇▆▌▅▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slightly grey out any recipe names that we don't have the ingredients for.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▇▅▅_▌▍▌_▉▄▄▋█▍▋▇_▉▊▄▊▅▉▍ = ▅.▄▅, ▄▉█▆ █▄▆▆ ▋▇▊▅▄▆ ▇▉█▆█▇▄. █▄▆▉▊ ██▍▉▄ ▆▅▍▋▇█▇▊ ▄▉ ▆▅▇▋▇▊▋ ▆▊▄▊▋▋▄ ▊█▅ ▋▋▉▋▇ ▆▇█▍ ▄▉ ▄▅▅▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added lead point support to fake physics rope
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked AO intensity on all rock formations to prevent overdarkening
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.