121,601 Commits over 4,048 Days - 1.25cph!
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Changed default networking to Steam Networking (run server with -raknet to use RakNet instead)
Support Steam Networking inside the editor (also used by default)
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OPERATOR: MAIN SCREEN TURN ON.
Rename Stake to Bet to match the 2D UI
Added the small monitor info screen layout
Add industrial splitters and combiners
Fixed electric oven load/save
Electric furnace now compatible with conveyors, items can be deposited into the inputs and extracted from the outputs
Better text centering - the automatic layout never quite gets this right, it always puts the text a little above center.
Auto-layout improvement to handle overlapping cards
Integrate art, icon thumbnail, etc
Consolidate art and prefab folders
Changing Surrender to Abandon, no half bet back
Basic monitor UI layout for the small Blackjack monitors
Merge from ElectricFurnace (art)
Electric furnace IO integration
Move the extra idles to a sub state machine and make a new component to manage transitioning out of the additional idle
Changed handling of the player having 21
Added WeightedAnimationRandomiser to pick from different horse idles, can weight different idles differently, only play idles after playing a base idle a random number of times
Backups + directory changes
Only show CPU time in perf 6, show breakdown of CPU time in perf 7
Allow using storage on locked vehicles without a key IF the player is already mounted
Allow looting storage on vehicle modules while the engine is on, if the player is mounted on the vehicle. Notably allows using the storage in the camper while driving (this was working for a while previously due to a bug, but is now working "officially").
Fixed extra cursed levitating cauldron (using incorrect layers)
Fixed camper BBQ output slots sometimes show as locked
Merge from FixB - resolves all outstanding known issues relating to layer changes.
Seedling destroy fix option B: Revert all ragdoll layer changes on plants, and remove ragdoll collision from the vehicle layer again
Seedling destroy fix option A: Allow Melee attacks to hit the Debris layer
Merge from main -> performance_sampling
Nucelar missile silo progress
Finished all LOD0 meshes and placed prefabs in the scene
Split up horse idle into separate anims (to reduce repetitiveness), added more variants & updated animator
Fixed sample navmesh issue in positiontracker when switching nav types
terminal building - fixed an offset on the pivots
terminal exterior LODs/Colliders - prefab