128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                 merge from waterpistol_anim_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added basic placeable shelter.
 
                
                
                
                
                
             
         
        
            
            
            
                
                SuperTea farming buff, removed health effect
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't spawn water junk piles under boats
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Junk piles manually trigger UpdateSurroundings when destroyed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Show a blue placement flag whilst sweetspot detecting, before real flag is spawned.
More lenient sweetspot.
Added a spawn radius buffer.
Increase UI lerp speed.
 
                
                
                
                
                
             
         
        
            
            
            
                
                radiation volumes
interactive props
 
                
                
                
                
                
             
         
        
            
            
            
                
                environment volumes and veils setup
placed individual props/structures back
scene hierarchy cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_skin_item_sfx
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Blink sweetspot notches when in sweetspot range.
Colour tweak.
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from tc_storage_adaptor_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from conveyor_build_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 cherrypicking multi_tea_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Separate long range & sweetspot bars.
Calc tweaks.
Increased UI lerp speed.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Temp placement effect for flag.
Source tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merg from CorpseVehicleCollisionFix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from report_name_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from rail_network_link
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from base_decor_DLC
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue.
Removed IOEntity.framebudgetms convar
Added IOEntityconvars: 
-frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities
-frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities
-frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities
-frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels
-frameBudgetGenericMs (default 1ms) - currently unusued
-frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added 3 additional stone tiled cube prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Basic item and icon setup.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added icon render scene to scene loader.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                breaking down the interior greybox into task folders/individual meshes
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                fixed offset in gingerbread roof top line concave conditionals
 
                
                
                
                
                
             
         
        
            
            
            
                
                continuity improvements on gingerbread roof meshes features
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed conditional wood topping on gingerbread triangle roofs
 
                
                
                
                
                
             
         
        
            
            
            
                
                gingerbread triangle roof blocks pivot offset fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                some extra frontier roof colliders fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▅▅▅▆▄▉▅▊ ▆▌▊ ▇▆▆ ▊▍▌▌ ▄█▉▄██▊ ▇▌▌▆▆▊▆ ▉▇█▇▍▌ █▄▄▋▇ █▆ ▇▉▄▆▌▄▌▄▊▋ ▅▊▊▉ ▋▊▇ █▍▅█▌▍▋▇▄▄█▍▇▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed in terrain checks not working on tutorial island
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated modding ore spawner prefabs to use proper scaled versions.
Added "_small" spawner prefab variants which uses cave sized ores.