128,743 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fixed getting stuck on the top of netting placed in wall frames
                
                
                
                
             
         
        
            
            
            
                
                Disable bounds check from earlier, it marks a bunch of stuff as changed incorrectly
Gib setups
                
                
                
                
             
         
        
            
            
            
                
                Storage Adaptor prefab setup
                
                
                
                
             
         
        
            
            
            
                
                Conveyor setup, icons, etc
Running RecalculateBounds now marks a prefab as dirty in the prefab editor
                
                
                
                
             
         
        
            
            
            
                
                Fixed underwater effect on the lowest quality setting
                
                
                
                
             
         
        
            
            
            
                
                Lake / River normal fix on low quality
                
                
                
                
             
         
        
            
            
            
                
                Developer menu (f1 menu) scales with resolution so it's readable at 4k
                
                
                
                
             
         
        
        
            
            
            
                
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                Merge from main -> steam_auth_tracking
                
                
                
                
             
         
        
            
            
            
                
                WIP replacing modular car key locks with code locks
                
                
                
                
             
         
        
            
            
            
                
                updated industrial crafter module 
 - split lights off to their own uv to control progress bar 
 - updated lods
 - updated prefab 
 - added textures and materials for the lights
(this may change if/when we get a fix for the standard shader uv1 offset settings)
                
                
                
                
             
         
        
            
            
            
                
                Add IOEntity.debugbudget and IOEntity.debugBudgetThreshold convars, prints out the entities taking up IO budget time if the total takes longer than the threshold
Modified LiquidContainer to only update it's drain targets when a circuit changes, not during UpdateOutputs
UpdateOutputs generally happens as part of a circuit change so we were doubling up work, this was exacerbated by long chains of water catchers getting drained immediately as water is produced
                
                
                
                
             
         
        
            
            
            
                
                Updated cake tunnel entrance greybox
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed quality for normals
                
                
                
                
             
         
        
            
            
            
                
                Fixed env fish above water
                
                
                
                
             
         
        
            
            
            
                
                Final'ish lighting for Outpost
                
                
                
                
             
         
        
        
            
            
            
                
                Early out of everything if water layer is not visible
                
                
                
                
             
         
        
        
            
            
            
                
                Rearrange checks & add a few comments
                
                
                
                
             
         
        
            
            
            
                
                merge from steam_auth_tracking
                
                
                
                
             
         
        
            
            
            
                
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                Created gibs for gingerbread barricades
                
                
                
                
             
         
        
        
            
            
            
                
                Added SlotSize and set it on weapon mount defs
                
                
                
                
             
         
        
        
            
            
            
                
                set texture import resolution for crafter texture properly
                
                
                
                
             
         
        
            
            
            
                
                Splitter fbx file that got missed out for some reason
                
                
                
                
             
         
        
            
            
            
                
                Added LODs to all modules
Added GIBs to all  modules
 - updated prefabs with LOD'd meshes
Moved meshes into appropriate folders
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed shreddable pickup truck server collider errors
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_nov_22/debris
                
                
                
                
             
         
        
            
            
            
                
                Debris layout improvements 
Debris HP tweaks
                
                
                
                
             
         
        
            
            
            
                
                Switched to PrefabUtility.InstantiatePrefab to keep prefab links
                
                
                
                
             
         
        
            
            
            
                
                Added an editor script to to automate spawning enough weapon racks for all weapons, mounting the weapons and then applying their configs, to make setup and testing faster.
Added weaponrack gallery scene.
                
                
                
                
             
         
        
            
            
            
                
                Updated gingerbread barricades textures
                
                
                
                
             
         
        
            
            
            
                
                External wall debris despawn time is 120s instead of debrisdespawn convar (DebrisDespawnOverride time added to DebrisEntity)
                
                
                
                
             
         
        
            
            
            
                
                Implemented "Eat" radial menu option for player grown foods too.
                
                
                
                
             
         
        
            
            
            
                
                Initial pass on external wall and gate debris blockers - prevents spamming down new external walls/gates during raids
                
                
                
                
             
         
        
        
            
            
            
                
                ▉▌▊▊▄ ▊▅▇▆▊▉▄█▌▆▆ ▌▊▇▄ ██▆▉ █▇▆▋▋ ▊▆▄▉▆▉▉ ▊▄▍▄▉▌▉ ▄▄▇▍ ▌▇▉ ▉▆▊█▇▅ / ▉▅▅▋ ██▉▉▇█ ▉▆▇▋▉ ▌▋▆█▊ ▌▆▉▅▇▇█▅▄▄ █▅▌█▍▉▌ ▅▊▅▆ ▍▊ ▉▌▋█▊ (▄▋▉▇ ▍▋▆▇▉ ▄█▄▍ ▇█▇▍ ██▍▋▄ ▍▉ ▉▇▇ ▌▉▍▆▉▍ ▌▅▇ █▅▅ ▅▅▊▍▋▋▊▅▌ ▉▇ ▉█▆ ▉▌▍▋ ▍▋▊, ▇▇▋ ▊▌▌▅▅ ▆▅▌▌▆ ▆ ▌▄▄)
                
                
                
                
             
         
        
            
            
            
                
                zeroed transforms on 3 industrial assets
 - sorry jarryd, i swear it doesn't always happen.
                
                
                
                
             
         
        
            
            
            
                
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