130,571 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                 merge from qol_reduce_f15_volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pass null when checking IsInvoking() instead of getting a profiler key
Fix NRE in profiling key creation if an entity is killed while an invoke is happening
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> allow_barricade_monuments
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Add "Building Guide Preview" to options menu
- Always 
- When Building (default)
- Disabled
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water pumps deploy volume so they can be deployed in a triangle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple)
Start adding convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> qol_show_teammate_building_guide
 
                
                
                
                
                
             
         
        
            
            
            
                
                added inverse mask for concrete edging cutouts.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an UI information panel showing flamethrowers damage and range values
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce F15 flyby volume by 45%
 
                
                
                
                
                
             
         
        
            
            
            
                
                added first pass roofing asphalt mat for Radtown use.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Finally fix building blocked guides not showing in standalone builds
- find the largest volume before PreProcess destroys the heirarchy
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> qol_building_blocked_visual
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated large medkit description to include the 100% chance of recovery from wounded state
 
                
                
                
                
                
             
         
        
            
            
            
                
                radtown gate bug fixes, collision, lods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Structures folder, converting to MeshLOD, Removing some Material Setup components
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from samsite_togglemode
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Props folder, second pass converting to MeshLOD
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' ->  'Defender Mode'
'Disable Defender Mode' -> 'Target All'
 
                
                
                
                        
                
                
             
         
        
            
            
            
                
                Correctly hide the progress bar when unlock minigame finishes successfully
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ItemModForceWearFromBelt, added it to prisoner hood.
Prisoner hood is now force worn when added to a handcuffed player's belt bar.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix framerate dropping to near zero when painting quick long strokes
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▊▌▋▄▍ ▄▆█▅▋ ▍▊█▌▉ (▋▋▆ ▍█▅▄▄▉ ▇▊▉▍▍▍▇), ▄▊▍ ▅▇▅▉▋▄▇▍ '--▊█-▉█▍██▌-▊▊▆█▋▊▋▅▊' ▇▉▇▉▆█▍-▄█▊▆ ▉▅█▌▄▅▇▊▄ ▍▋ ▄█▄▇▊▋▆ ▆▉▊▄▌█ ▉▄▇█▄▉▇█▌ ▆▆ █▅▇▇▉▆▄
 
                
                
                
                
                
             
         
        
            
            
            
                
                Props folder, fist pass converting to MeshLOD
Removing MaterialSetup components for snow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Active held entities are notified when owner dies.
Unlock handcuffs on death, releasing player limitations for when they respawn.
 
                
                
                
                
                
             
         
        
            
            
            
                
                textured tricycle with LODS
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handcuff statuses are now correctly applied when handcuffes are placed during wounded state.
Locked handcuffs can't be removed from belts.
Added ItemModRestraint
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                update no build volume at train_tunnel_double_entrance_b
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from meshlod converter
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from ShelterColliderFix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from ScrapHeliSpeedoFix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from solarpanel_damagepickup
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from teslacoil_clippingexploit_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from meshlod converter
 
                
                
                
                
                
             
         
        
            
            
            
                
                RendererLOD conversion fixes