13,642 Commits over 2,741 Days - 0.21cph!
Merge from abovegroundtrain_dismount_fix
Fix player tick interpolator being set to a world space position when dismounting a mountable while parented to another entity
Fixed coupling pfx happening when entering range
Tweak particle effects so they are visible form the cabin
Add a light in the cabin that blinks briefly when a workcart couples
Add some sparks when coupling/uncoupling
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
Add NavMeshObstacle to base train wagon prefab
Codegen (fixes endless night)
Cherry pick growable_optimsations
Added graphics.disableLightLod admin convar, bypasses all distance based light lod calculations so all lights will be no longer be disabled at a distance
Doesn't affect quality settings that limit the number of active lights (eg. graphics.shadowlights)
Merge from death_screen_improvements
Add prefab information to rocket_sam prefab (but use the associated item field instead of filling in info)
Remove PrefabInformation component from SAM_site_turret_deployed (since it's an ItemDefinition this should get associated automatically)
Fixed item definition lookup on death screen being case sensitive
Show gib warning/errors even if the overrides section is closed
Don't show the update effect bounds button if the effect bounds are already correct
Manually improved gib sizes on TrainWagonA and TrainWagonB
Sync and shrink gib overrides for train wagons
Fix spawn gibs in scene editor button not working while the game isn't running
Apply the same optimisation when looking at plants, preventing splashes causing excessive network updates
Planters will no longer send a network update when splashed with water more than once a minute
Planters will now update their saturation on the client side via an RPC when looking at the planter (similar to IOEntities)
This keeps the UI responsive when watching the water amount go up when looking at a planter, but should dramatically reduce network updates for large farms
Merge from death_screen_improvements
Merge from apr_22_optimisations
Merge from death_screen_improvements
Add phrase keys, hook up to death screen
Remove the IK targets from the planner prefab on the server
Merge from offiicial_server_analytics
Change save process to only keep the delta stats in memory
Added server.statBackup that backs up any analytics to a file
Will only write the file to disk every 2 minutes
Creates one file per real-time day in an analytics folder in the server files
Backups will only be created if analytics are actually running (stats enabled, official server, etc)
Track a mission fail reason (timeout, disconnect, etc)
Add tracking for mission fails
Fixed NRE when spawning a world too small for the rail loop
Merge from death_screen_improvements
Added PrefabInformation to other scientist variants (they all share the same icon/translation)
Add peacekeeper and heavy to death screen options, added localization keys
Population density tweaks
Scale populations to map size
Run the engine population first in case it fills up the sidings
Add spawn population for train wagons, uses traincar.wagons_per_engine convar
Don't let trains spawn within 40m of start/end of siding
Spawn cars slightly above the spline so the bounds check passes (they get snapped to the spline anyway)
Remove bypass bounds check
Reapply population convars
New SpawnPopulation that overrides position to select from valid siding splines
S2P compound and water treatment
Merge from official_server_analytics
Merge from powerline_zipline/proc_gen_improvements
Merge from cui_improvements
Merge from powerline_zipline/proc_gen_improvements
Fixed prevent building volumes on ziplines not properly calculating in some cases
Fixed prevent building building volumes sometimes calculating incorrectly on the server
Fixed some loading and pooling issues with the arrival points
Merge from powerline_zipline/proc_gen_improvements