12,618 Commits over 2,284 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Adjust free hand spray item icon
                
                
                
                
             
         
        
            
            
            
                
                Fix premade decals getting incorrectly destroyed while spawning, fixes save/load issues
                
                
                
                
             
         
        
            
            
            
                
                Sprays are now decay entities and last three hours
Exposed via global.SprayDuration/global.SprayOutOfAuthMultiplier convars
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to use stored water on a spray when sprayed on terrain
                
                
                
                
             
         
        
            
            
            
                
                Increased spray duration to 6 hours (temp, will convert to decay soon)
Re-enabled rain check invoke
                
                
                
                
             
         
        
            
            
            
                
                Added a free hand spray attachment, must be inserted into the spray can to allow free painting
                
                
                
                
             
         
        
            
            
            
                
                Fixed zipline building blocks not properly calculating on multiple hops
Fixed some inconsistencies between client and server building block generation
                
                
                
                
             
         
        
            
            
            
                
                Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree)
Remove RustLayout and replace with a simple spacing component that doesn't implement the layout interfaces and runs in an update
                
                
                
                
             
         
        
            
            
            
                
                Fixed placeholder New text on blueprint buttons
                
                
                
                
             
         
        
            
            
            
                
                Add support for the player to transition directly to another parenting trigger instead of briefly unparenting entirely (allowTransitionToOtherParentingVolume on TriggerParent)
Should provide more reliable behaviour when moving between parenting volumes at high speeds
Only enabled on above ground train cars
                
                
                
                
             
         
        
            
            
            
                
                Fixed some alignment issues on answering machine UI
                
                
                
                
             
         
        
            
            
            
                
                Fixed input field not using an empty string by default
                
                
                
                
             
         
        
            
            
            
                
                Replace Color.Parse with a span based version
Removes most of the garbage, still leaves a little bit that could be removed with a .net update
                
                
                
                
             
         
        
            
            
            
                
                Consolidate type parsing into one method
Cache fonts rather than loading them from the file system every time a text label is created
Fixed button listeners not being properly cleared when pooling
                
                
                
                
             
         
        
            
            
            
                
                Fix needskeyboard and FadeOut params not working with pooling
                
                
                
                
             
         
        
            
            
            
                
                Add support for pooling
Since UI components are assembled programmatically at runtime this generates a hash for each instance to reuse later
Reduces allocations by 75%, increases speed by 95% and should work without any input required by plugin developers
                
                
                
                
             
         
        
        
            
            
            
                
                Better fix, just remove the inside group checks
                
                
                
                
             
         
        
            
            
            
                
                Fixed some edge cases where a spray could be stuck as busy
                
                
                
                
             
         
        
            
            
            
                
                Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Remove limbo group solution in last commit, caused issues when switching while a player was mounted
UpdateNetworkGroup now recognizes if an entity is in the global broadcast group and updates it to use it's local group
                
                
                
                
             
         
        
        
            
            
            
                
                Fix shot parenting applying incorrect offsets when parented to the root of a player
                
                
                
                
             
         
        
            
            
            
                
                Fix convars getting triggered while a text input has focus in the demo shot UI
                
                
                
                
             
         
        
            
            
            
                
                Fix coupling light in cabin auto playing when camera enters range
                
                
                
                
             
         
        
            
            
            
                
                Fix global broadcast changes at runtime (hab/helicopters) not taking effect because the entity has not moved (UpdateGroups returns false so nothing happens)
                
                
                
                
             
         
        
            
            
            
                
                Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
                
                
                
                
             
         
        
            
            
            
                
                Fixed performance drop when looking at a deployed boom box in a crowded base
                
                
                
                
             
         
        
            
            
            
                
                Rerun train car gib setup
                
                
                
                
             
         
        
            
            
            
                
                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