13,672 Commits over 2,741 Days - 0.21cph!
Assigned overrides for:
Sign Varieties
Repair Bench
Research Table
Searchlight
Shelves
Spinner Wheel
Workbench (all versions)
Tool Cupboard
Gibs now look up their material on the root object if sourceMaterial is assigned (fixes skinned items not getting skin applied to gibs)
Apply scale override to mesh override positions so gibs aren't spawned at the correct scale but at unscaled positions
Added overrides and disabled gib mesh r/w for:
Smart Alarm
Smart Switch
Medium rechargeable battery
Large rechargeable battery
Powered Water Purifier
Pressure Pad
Electric heater
Fluid Combiner
Fluid Splitter
Fluid Switch
RF Broadcaster
RF Receiver
Small Generator
Igniter
Sprinkler
Tesla Coil
Water Pump
Gib rotation tweak
Fixed powered water purifier gibs rotated incorrectly
Speculative NRE fix in DestroyGib
Heat source NRE on load fix
Merge from gib_pool_merge
Merge from gib_pool_merge
Subtract
53800 (reverting gib_pool subtraction)
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Check if player is on kayak for paddle logic
Another rotation change for items with offset gibbable components
Don't parent building block gibs
More rotation tweaks
If a player is text muted also mute their voice
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
Merge from farming_optimisation
Use current flag instead of next (probably the same thing but this keeps consistency)
Roll back module entity changes (causing merge issues)
Increase maximum length of drain calculation
Show clone option by default when mousing over plants while holding RMB (save opening entity menu)
Gravity warning when connecting fluid entities will now be more accurate and take into account whether a prop is powered
Remove from benchmark list
Fix LiquidContainer server NRE
Merge from farming_optimisation (server side farming performance improvements, split fluids evenly when draining through splitters and heaters now affect planter temperature)
Fix cam zoom lerp not being multiplied by delta time (fixes camzoomlerp convar not working with midi binds)
Merge from dialogue_graph
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more