14,411 Commits over 2,800 Days - 0.21cph!
Merge from workshop_scene_qol
Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised)
Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
Removed logic that was deleting LODS in workshop editor
Merge from fluid_io_fixes
Fixed editor warnings when inspecting IO entities due to accessibility settings not being loaded in edit mode
Add server.useLegacySprinklerLoadProcess, can be set to true to revert to the old sprinkler load process in case the new process has issues
When reloading a save don't reset the IsOn state for sprinklers
Removed UpdateWorldmodelOutlines context button option on WorldModelOutline, looks like it was used at one point to upgrade all world models in the project and is no longer needed
Exposed the Setup context option as a button as it seems to work fine and could save a few clicks when setting up world model outlines
Merge from midi_macos_rebuild
Merge from high_walls_skins
Added new adobe high wall & gate pack, update the high wall and gate to require this new pack rather than requiring the adobe building skin
Attacking a vine will standing near one of it's destinations will make the vine swing to that destination if it is not at that destination
Added a temp interaction icon
Don't show the world vine to the person riding that vine in first person
Fixed vine repositioning incorrectly when swing ends, refactor vine visual out into it's own separate class/hierarchy and move into a budgeted update method
Bring density down by 75%
Fixed vine update performance at scale
Add vine tree population
Fixed an NRE because tree has no proper colliders (yet)
Disable time of day movement in the workshop scene (can still use slider)
Added new skybox rotation slider
Export mesh file dialog now autofills the name of the item
Make vine swinging trees immortal
Still broken looking but slightly less broken looking vine visual
Fixed NRE when previewing F1 grenade in first person in workshop
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Merge from high_walls_skins
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
Fix NRE when equipping speargun
Fix typo in ISprayCallback
Fixed "Create gibs in scene" button not working if used on a prefab not in a scene
Created corpse for medieval wooden box
GibSimulator Finalize button now applies LOD components
Merge from softcore_update
Merge from deployable_corpse
Added a 30m mesh cull to all static gibs
Add a console warning when an entity is killed due to the reposition failing (just for debugging purposes)
Corpse deployables now inherit the parent of their source deployable, and will restore that parent to the created deployable once repaired
Fixed some workbenches and small wood box not falling down when ground destroyed
Fixed furnace corpse not dropping on ground missing
Fixed some corpse objects missing prevent building volumes
Tightened up the gibs on the coffin
Run all socket and deploy volume checks when repositioning a corpse deployable, if the new position is invalid destroy the corpse (including items contained within it)
Merge from softcore_update