128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                - Set correct repair ent
- Manifest again
                
                
                
                
             
         
        
            
            
            
                
                block impact fx hooked up properly (ice sprays ice, wood sprays wood)
                
                
                
                
             
         
        
        
            
            
            
                
                - Fixed some spacing issues
- Fade out green on most revenue and total sales
                
                
                
                
             
         
        
            
            
            
                
                Bunch of work to ensure perfect alignment no matter the combination of elements enabled/disabled on the feed entries
                
                
                
                
             
         
        
            
            
            
                
                Added scrollview around listings
                
                
                
                
             
         
        
            
            
            
                
                Siege tower gibs. Updated plank texture
                
                
                
                
             
         
        
        
            
            
            
                
                merge from hackweek_car_radio
                
                
                
                
             
         
        
            
            
            
                
                Minor mat tweaks for other TODs
                
                
                
                
             
         
        
            
            
            
                
                Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
                
                
                
                
             
         
        
            
            
            
                
                Organized files & moved only those that we use out of the test_material folder.
                
                
                
                
             
         
        
            
            
            
                
                Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
                
                
                
                
             
         
        
            
            
            
                
                Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
                
                
                
                
             
         
        
            
            
            
                
                LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
                
                
                
                
             
         
        
        
            
            
            
                
                Added BindRendererBounds for SSS
Ice material tweak
                
                
                
                
             
         
        
            
            
            
                
                Wall blend tests for ziggurat. More work on walkway kit. Set dressing.
                
                
                
                
             
         
        
            
            
            
                
                Update: Delete the symlink on end of test run
This was previously causing deletion of blobs on unity close/open
Tests: ran LoadProcTest couple times
                
                
                
                
             
         
        
        
            
            
            
                
                assigned impact effect to WIP effect
                
                
                
                
             
         
        
            
            
            
                
                Add a bunch of safety checks, utility methods and convars
                
                
                
                
             
         
        
            
            
            
                
                Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
                
                
                
                
             
         
        
            
            
            
                
                updated wooden shield viewmodel animations so the arm is visible and tweaked position of the improvied shield in its viewmodel prefab so that it works using the same animations
                
                
                
                
             
         
        
            
            
            
                
                Update Game Manifest for Medieval Barricade
Created Medieval Barricade Icon
Setup Medieval Barricade Icon on Item Prefab
                
                
                
                
             
         
        
            
            
            
                
                - Added some small extra stats to the side
- Further Localisation
- Profiling
                
                
                
                
             
         
        
            
            
            
                
                merge from ice_sculptures
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from auto_cpu_affinity
                
                
                
                
             
         
        
        
            
            
            
                
                Added Medieval Barricade Model, Textures, Materials, LODS and Colliders 
Created Basic Medieval Barricade Prefab
Setup Basic Medieval Barricade Item Prefab
                
                
                
                
             
         
        
            
            
            
                
                Codegen, add toggle to options menu
                
                
                
                
             
         
        
            
            
            
                
                ▌▊▋▅▇ ▊▄▊▇▅▉▅ ▆█▆ ▄▍▉██▇/▋▋▌▆▉▇▊ █▋▉▍▄▍▉█▋ ▉▆▋▍ ▄▅/▋▅▅▍ ▄▇▍▄ █▄▊▋▅▌▌ ▌▌▆▇▆▊▉▉, ▄▆▌▋ ▆█▆▊▉▆▊▍ ▊▄▉ ▇▇▉▋▅▌█▆█▉ ▌▊█▉▉ ▋█▅▉▅ ▊▆▉
- ▊▊▅█▅█ █▍▅ ▌▆▍▄▊▌█▋▊ ▄▇▆█ ▋ ▌▄▍█▅▋▅▍▍ ▅▋ ▍▅▄▇
- ▆▋▍▊ ▊▌▅▉▉▅ ▉▋▌ █▉▌▇▅▌▆▇▆ ▍▇▅▄ ▌ ▇▌▇▋▋▇▇▇▇ ▇▊▋▍ ▋▉█▇
                
                
                
                
             
         
        
            
            
            
                
                fixed river source prefab
                
                
                
                
             
         
        
            
            
            
                
                merge from hackweek_car_radio
                
                
                
                
             
         
        
            
            
            
                
                Car radio deploy sfx and impact effects
                
                
                
                
             
         
        
            
            
            
                
                Prevent car radios being able to be deployed in eachother
                
                
                
                
             
         
        
            
            
            
                
                sculpting doesn't consume item condition
                
                
                
                
             
         
        
            
            
            
                
                cleaning up deprecated rocks references in prefabs and scenes
                
                
                
                
             
         
        
            
            
            
                
                Mounted length set to 1.0
                
                
                
                
             
         
        
            
            
            
                
                Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
                
                
                
                
             
         
        
            
            
            
                
                adjusted binocular lod distance to be a bit more accomodating
                
                
                
                
             
         
        
            
            
            
                
                Mounted length set to 1.0
                
                
                
                
             
         
        
            
            
            
                
                Quick burst cloth setup on flag
                
                
                
                
             
         
        
            
            
            
                
                car radio deployment is no longer blocked if the modular car is on a road
                
                
                
                
             
         
        
            
            
            
                
                Restored detail layer albedo alpha to 0 on some battering ram mats