12,640 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
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                Merge from safemode_prompt
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a big scary are you sure prompt when pressing the safe mode button in the options menu
Disables the button for 5 seconds to encourage players to read what that button does
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from truck_junkpile_terrain_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved the car parts spawner on junkpile_g so it shouldn't spawn underground
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from workbench_rpc_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added server.uselegacyworkbenchinteraction replicated convar, when enabled interacting with workbenches will open a loot panel with a button to open the tech tree instead of going striaght into the tabbed tech tree interface
Should help with mod backwards compatibility
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from bradley_death_screen
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Scene improvements, testing a right hand IK controller for easier placement during editing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data
Added an ADS version of the rifle poses
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simplify blend to just work between two closest points, works a lot better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing capitalisation on item name
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fishing not working in the new lakes and oasis's 
See new LakeWaterBody prefab
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from workcart_decal_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from tutorial_button_resize
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Now covers all spine bones
 
                
                
                
                
                
             
         
        
            
            
            
                
                First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on runtime component, still not functional
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More fixes, expose ADS state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement PR #63 - Added new time formats and support for custom formatting in Countdown
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spray can now ignores sprays when looking for entities to reskin, allows reskinning wallpaper/shipping container blocks if sprays are on that wall
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove changes introduced in vm_rotate_around_modifier, no longer needed
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                WIP aim pose system, starting with an editor to author poses
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from monitor_loopping_gesture_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from wiretool_spherecast_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from map_perf_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed Update method from IndependentScale component
IndependentScale updates are now called from the Client class
MapScaleIndependent updates are now called from the MapView
Should save around 0.06ms during general gameplay, varying based on map size and number of markers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Shrink the start tutorial button in the options menu