111,285 Commits over 3,928 Days - 1.18cph!
Fixed lift entity getting orphaned if elevator block is destroyed
fixed triangle left wall uvs being flipped
some precision uv fixes
removed splat set nodes from coastal cliffs
merge from smart_alarm_error_message_fix
merge from hitinfo_pooling
Merge from world_update_2
merge from fix_cached_browser_query_parallel
Merge from world_update_2
Fixed explosives not playing their underwater effect when they detonate under the lake
Added a system to block water pump placement in swimming pools but still allow it in natural water sources like lakes
Fixed dropped items not sinking properly like they do in the ocean (will need a S2P, I'll just do all of them at the end of the day)
Fixed not being able to fill water containers from lakes and oases
S2P all new water monuments
Fixed being unable to drink from lakes and oases
Update manifest, delete some old meta files and fix lake A alpha texture not importing
Merge main -> TrainDecouplingImprovements
Merge from main/Wellipets Hat
Merge from truck_junkpile_terrain_fix
Rotated the toolbox spawn on junkpile G to face away from the cabin
Move crate/parts/barrel spawner on junkpile A and H slightly, hopefully prevent under terrain placement
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Raised HAB floor collider to the height of the highest plank
- Switched HAB from Continuous Dynamic to Continuous Speculative
- Changed cassette tape world item material from Generic to Dropped Item
Allow changing state and transition classes, currently breaks when undo
Clean up FSM ui code, fix bug when removing state would corrupt the asset
Prevent duplication state connections, add method to deep copy a fsm
Allow fsm transition editing in the new UI
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Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
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Adjusted IO counter to look better.
Should also be converted to TMP SDF to look less blocky.
Added back in pouch/satchel constraints (got nuked somehow)
adjusted reload animation timings to eliminate a few dead frames before you can fire
Possible improvement for the superscaled impact sparks.