113,192 Commits over 3,959 Days - 1.19cph!
Add `stash.reveal_tick_rate` (default 0.5s) to configure how often the server runs the detection code
Require > 2s looking at stash to reveal it
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Fixed being able to spawn at outpost when dying during tutorial if server is in softcore
Change tutorial server tag to "tut"
Removed no listings animation
Optimised no listings
Localised no listings text
Single vendor now references no listings through gameobject
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Optimised accordion setup
Open action no longer animates by default
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Changed ordering of vendor list
Accordions -> Small Listings -> No Listings
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merge fix_demos_full_server_demos -> main
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Fix full server demo packet ordering breaking demos
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Spawn intervals and convar.
Don't do bradley health check in the editor, for easier testing (added a warning for it).
Fixed missing vendor names and stock numbers
Listings now take the proper copy of vendor data, and handle disposal
Fixed nightlight variables all being 0 on server startup
merge from nameplate_distance_convar
merge from analytics_threadsafe_queue
Set wallpaper models to read/write mode to enable batching
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable
Added wallpaper deployable prefabs
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
Codegen after merge conflict
Add store icons & descriptions
merge from nightlight_shader
Level 3 hall, cctv room and vent progress
merge from package_memory_analyzer
merge from map_markers_fix
merge from cny_spear_wr_fix
merge from fix_frontier_server_colliders
Merge from tutorial_island
Improved hunting trophy pivot rotation
Updated Abyss pack store item previews with unique prefabs
Frontier decor pack now uses unique model prefabs for item store preview (displays variants)
Add ability for BiomeVisuals component to override the selected biome
All hand placed foliage on tutorial island now overrides to temperate
Tutorial mission steps for harvesting cloth, stone and metal ore will now consider any of that resource in your inventory as counting towards that objective (so if you harvested the cloth already you don't have to go and find more)
Add extra wood and animal fat to two mission steps
Don't allow upgrading to any grades higher than wood in the tutorial
Fix tutorial tips staying on if player disconnects while it's active and connects to another tutorial
Prevented new clusters tween from breaking another when the second one plays at the same time
Manually convert `ClientRpcEx()` -> `ClientRPC( RpcTarget )`
Add extra overloads to RpcTarget to handle niche RPC requirements