106,690 Commits over 3,836 Days - 1.16cph!
Merge Main -> Attack Helicopter
Ah, yes:
EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget );
EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
cobblestone road models greybox
cobblestone road textures
Disable debug grid drawing.
Additional test save.
increase max slots, handle being full and trying to add new item
Possible fix for vehicle window shader bug
Repklacing BuildTargetGroup with NamedBuildTarget which as far as I'm concerned is the exact same thing, but BuildTargetGroup is missing some things that NamedBuildTarget contains (like the headless server)
more test changes and some fixes
Build server as StandaloneBuildSubtarget.Server
trying out a different placement method
Merge from watercatcher_perf_improvements
Revert kayak and rowboat to their
78335 version to fix errors
First pass on exposing multiple dof sample options
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
Set code lock light materials back to Opaque. Hopefully this fixes them not being visible through glass.
Refactor minicopter wheel code. getting ready for attack heli with skis
Fixed minicopter and scrap heli wheels not rotating when on the ground. This was mainly a problem with the animator fighting the code. Some more code cleanup. Added speed method to BaseVehicle.
Compile out pipe mesh renderer on server
Missed one - CH47Helicopter
Some general refactor/formatting/cleanup on existing helicopter classes
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
Adjusted LOD levels of industrial entities
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
Allow doors to be placed on top of deployables (boxes, sleeping bags, etc)
Give the attack heli its autocannon model
Move some scripts. New AttackHelicopter class
Test map edit for heli development
Huge wooden sign will deploy on all sides of walls too
Merge Main -> Attack Helicopter
Fix small sign deployment not working on all walls
Procedural bunker entrance mesh and prefab
Change the mushroom icon to red instead of brown
Updated Prefabs for Store page
Update ghost model rotation immediately after changing rotation
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