128,940 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                meta_shift/loot -> meta_shift
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added DeepSeaFloatingCity component back to the floating city prefab
Manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Just used lock steering - players do this anyway
Better steering tangent calculations (prevents slamming headfirst into walls as much)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Run "Update GUIDs" on all store overlay page prefabs
Tests: loaded Abyss store page in Editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: UI_StoreItemOverlayPage - store GUIDs of textures
- Added utility to fetch GUIDs from already assigned textures and saving to disk
Getting ready to switch to guid resource tracking instead of relying on unity to always load textures
Tests: Loaded into bootstrap scene in editor and opened Abyss store page
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update/floating_cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_scientist_iteration
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                - Fix for third person attack hit not playing whilst crouching
- Reload (unscrew cap) and chain pull sounds now play in third person
- Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Use unitask for async operations
 
                
                
                
                
                
             
         
        
            
            
            
                
                created a new material for the junkpiles that can be used on barges
updated farm barge material overrides
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave.
- Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding updated climb and sky diving anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                moved HeightMap and TopologyMap query jobs to be deterministic
 
                
                
                
                
                
             
         
        
            
            
            
                
                switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▄▉▌▅█▉ ▌▇▍▅▉█▅▅▍ ▋▍ ▄▆▊-▅▍▅▉▇▆.▆▋▊▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added two new plywood dressing variants for improv walkway kit
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea/cargoship
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vehicle whitelist for deep sea portals
Added a debug convar to ignore the whitelist for testing purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added empty Edit/finish editing menu options to the steering wheel.
Godegen.
 
                
                
                
                
                
             
         
        
            
            
            
                
                s2p bluecard monuments
airfield
powerplant
trainyard
watertreatment
 
                
                
                
                
                
             
         
        
            
            
            
                
                burst update 1.8.18 -> 1.8.25
 
                
                
                
                
                
             
         
        
            
            
            
                
                added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added a scroll velocity for the emission mask.
- Made the emission mask UVs separate from the emission UVs.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                pump shotgun animation updates
 
                
                
                
                
                
             
         
        
            
            
            
                
                floating city 2 initial idea layout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Steering whell placement prefab setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from landmarkinfo_revert
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed untranslatedName in LandmarkInfo, wasn't necessary
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                ClientIOLineEditor server compile fix
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from main (needs codegen)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                centered pivot of medical barge
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from cargopath_map_smooth2
 
                
                
                
                
                
             
         
        
            
            
            
                
                baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy