11,000 Commits over 1,950 Days - 0.24cph!
Hack around enough errors to get supermarket building static tile mesh
Fix typos in new aggressive lod convars
More boom box sync improvements
FIxed case where turning boom box+speaker system on/off repeatedly would alternately result in connected speakers not working
Fixed error when scientists dismount helicopter at oil rig
Add support for loading radio stations from the manifest metadata for mid-month updates
Merge from genetic_vending
Limit sale amount of plant clones to prevent purchasing unadvertised genes
(eg. red berry clone stack a has genetic XYZx2 and red berry clone stack b has genetic ZYYx3, the maximum purchase in one transaction will be the stack size of the clone that is advertised in the vending UI)
Include TargetEntity as a string, not a uint
Show genetic code when purchasing plant clones via a vending machine (in-person or via drone)
Reworked radio streaming LOD system to fix connected speakers playing distorted audio if player leaves range of root boom box
Improved audio sync when playing radio through multiple connected speakers
Increased maximum length of replicated string variables to 1024 characters, will allow 4x as many server assigned radio stations
Increased size of radio station picker UI
Re-enable TargetEntity in Feedback reports
Fixed a broken radio station, added new stations
Merge from content_reporting
Disable TargetEntity field in feedback (for now)
Fix mountables with allowHeadLook set to true not applying head look if they used a custom animator controller
Merge from trainyard_update
Merge from ugc_virtualscroll
Fix error when viewing cassettes in UGC browser
Add colour codes for team id 3000 (blue) and team id 4000 (yellow)
Fixed incorrect team ID lookup for events when determing colour of player nametag
Merge from ugc_virtualscroll
UGC panel now uses a virtual scroller for better performance on servers with excess amounts of UGC
Added Toggle ADS option to the in-game settings (Options>Controls)
Toggle ADS fixes:
Fixed not being able to ADS while a gun is deploying
Fixed having to click twice if player opens inventory while in ADS
FIxed physical camera convar error when connecting to a server
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Increased minimum time between open/close sfx to 0.2s
Enforce a minimum of 0.1s between an open or close sound playing, should hopefully fix sounds occasionally playing twice quickly
Fixed demos failing to playback if the local player died during the recording
FIxed HurtOverlay appearing if in debug camera and the local player is hurt/dies
Moved loot open/close sounds to new IContainerSounds interface for easier implemenation, refactored existing implementations
Added support for loot open/close sounds to ItemBaseFlowRestrictor and DroppedItemContainer classes
Fixed duplicate open/close sound entries on Modular Car LIfts
Merge from prefab_optimisations/trainyard_merge
Applied UndergroundLODSwitcher to door.hinged.industrial_a_a and door.hinged.industrial_a_b (both used in train tunnels)
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain
Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)
Merge from prefab_optimisations
Set aggresiveShadowLod and aggressiveShadowLodWearable convars to true by default
Possibly fixed the keypad multiple lod warning during startup
Add graphics.reportparticlesystems
Cull the moon pool water surface at 200m
Mark train tunnel dwellings and loot strips as OnlyVisibleUnderground, prevents a variety of meshes from rendering when the player is on the surface