128,907 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                merge from cargo_oilrig_path_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Applied 
131183 in the correct branch
- Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from store_atlases/coverimage
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added support for sprite in CoverImage, fixes messed up UVs when using atlases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable sprite packing on build
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Exclude pack brandings assets from atlases, they need alpha and dont need to be POT
Some fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Packed all the store media assets in POT atlases so they can be compressed as expected
Disabled mip maps on some media assets that do not need it (fixed size)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Seek out targets that attack us eg if you're attacked by someone then set them as the target
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Delete old mannequin folder
- clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix rotatable painting socket angle values
 
                
                
                
                
                
             
         
        
            
            
            
                
                Piper nigrum vines (27MB)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Decor DLC wallpaper (42MB)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pilot ejector seat occlusion and normals (12MB)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pilot hazmat (120MB, though unsure how many textures were used in end product)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Coconut torso armor (25MB)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable streaming on mannequin textures (16MB)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from hackweek_crosshair_customization
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix crosshair rendering below scope overlays
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_streaming_wallpaper -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable texture streaming on wallpaper floors
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from rotatable_paintings -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Filled all the refs in all takeovers, removed the direct page reference field
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched back store takeover page overlay references to GameObjectRef instead of using direct references
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
 
                
                
                
                
                
             
         
        
            
            
            
                
                move colorpicker to separate assembly, refactor some jank third party code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix chainsaw hit sounds not playing in first person
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on dynamic nav obstacles
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from lop_entity_spawn_time -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix accidental negative collider on sail post