128,938 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
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                Fixed large stables vendor getting killed on server restart
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▇▅▌▍ ▅▇▄▄ ▆▊▇▋▍▇▉▌_▋▋▊▍_▆▆▍
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Apply distance checks to individual covers instead of cover groups
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▄▉ ▅▇▅ ▋▍▄▇▋ ▅▆▌▋ ▉▉▋▉ ▉▌▇▌ ▆▄▊▉▇▄▇ ▄▌█▌▄ ▇▇▇▅▇▊█ ▅█ ▆▌▆▉▅▌▉▇ ▊█▊▅▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                ██▅▋█ ▇▌▍▋ ▊▆▉▍▋▇▇▊▉_▉▋▉▌▉_▉▌▇▌▅█_▋▇▆
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▅█▉▄▉ ██▊ ▆▉▋▆▆ ▊▋▆▍█▇ █▉ ▇▅▋ ▊▍▉▆▍ ▍▄▆▋ ▍▅ ▌▇▊▊ ▇▉ ▇▄▊ ▅▆▉▌, ▉▅▄█▌ ▄▇▋▆ ▋▇▉▍▆ ▋▆▉▉▉▇▉▌▍ ▆▌▄▌ ▅▇█▉██▊ ▋ ▋▍▉▇▊ ▊█▉▉▇▅█▇ ▊▋▅▉▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from divesite_respawn_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▆▇▌▊ ▌▄▍▇ ▅▇█▅▋▉▌▄▄_█▅▄_▌▌▅█▋█▊
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
 
                
                
                
                
             
         
        
        
        
            
            
            
                
                new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊█▇'█ ▅▊▊▍▉▄ ▆▄ ▉▄▉▄ ▇█▉▉▄█ ▌▊▉█▊▄ ▅▇▋▇▍▍ █▋▉ ▌▍▍▄█▉▇▆▅▍▄▊▅▇▅█▄█▅▊▋ ▍▊▄▉▌▆▇▌ ▄▊ ▊▌ ▉▉█ ▊▉▊▍█▇██ ▊█▍▄ ▊▌▌█▆▅ (▌▍▇▌█▉▆▄█▄▇ ▇▌▊▌▊▌▉▌▅▅ █▉▅ █▅▌▆ ▊▄▆▆█▋▋▊ ▅▋▅▄ ▊█ ▍▇▅ ▆▉▇▅ ▍▄▇▊ ▄▍▇▇▅█▆▋)
 
                
                
                
                
                
             
         
        
            
            
            
                
                FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Adjusted Bradley spline height.
- Check how close before you enter
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from flow_vector_field
 
                
                
                
                
                
             
         
        
            
            
            
                
                Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve cover selection and debug, fix some objects not blocking the trace
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added catapult test meshes for Flavien
 
                
                
                
                
                
             
         
        
            
            
            
                
                Siege tower constructable tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                corrected offset of dpv mounting bounds check
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▄▍▆▇▉ ▍█ ▋▉▅▇ ▆▆▄▋▄▅ ▅▋▄▌▆▇ ▄▌▋▋ ▍▆▆▇▍▉ ▅▅▅▊██ █▆▍▊▇▍ ▌▋ ▅▅ ▊▇▉▄█▄▋▉▆▉▌▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                Orientation fix on catapult
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▋▌▅█▉ ▄▅▇ ▆▄▆▅█▆▆ ▆█▊▄ ▆▉ ▌▊▍▊ ▆ ▆▆▌▄▋▇▆█▋▍▌▍▋ ▅█ ▅▊▅▆▇▉, ▋▋▊▅▉▊ ▆▊ ▍▆▅▋ ▆▋▌▉▅▇ ▌▍▄█▇█ █▍▍ ▌█▅ █▋▆▋▉ ▉▆▍▅▊▄ ▋▌ ▊ ▋▅█▇▉▉█ ▌▇█'█ ▇█▆ ▊▊▋█▆ ▋▌ ██▉▆▇▇▆▅▆▌▇▉ ▊▋▇▉ ▉▆▌▋ ▉▇▌▆▆▄▄▆▉ ▍▊▉▅▌▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed a bunch of holes in water tower LOD1 that provided peaking advantage
 
                
                
                
                
                
             
         
        
            
            
            
                
                LS - changed a pallet placement in factory side room
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▌▆▍▇▍▍▌ ▇█▄▋▊▉ (▇▌█▇ ▌▉ ▊▅█▉▍▋▆ ▍▍█▅█)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - ▉▉▉▋▍▄▉ ▇▆▅▇▍▍▄▊▆▄▋▌ ▅█▌▆▅▌▄█ ▇▊▊ ▋▆▄▆ ▄▉ ▅█% ▇▊▆▍ ▄▆▄▇▋▊▄▉ ▆▍▌ ▉▄▊▆▇▌▌▊▆▋▊▇ ▅▌▋▄▅▄▉▇▆ (▌▉▌▍▅▉▆ ▌▇▄▇▌▇█ ▅▇▇▌▊▉▍ ▄▅█▍▍█▄ ▉▍▉▊ ▊▉▋ █▌▇▅ ▆▉ ▌▌▊▆▉▋▇▊▋▋▅▍)
- ▌▇▋█▇▄▅▄ ▆▆█▉▋ ▆▋ ▋▊█▄ ▊▇▄▄ ▅▉▅ █▆▄█▌▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                Backout: bring back all the scenes
Without this, editor bootstrap workflow dies.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better vislog for cover debugging
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                █▋▇█▆▌ ▌▇▉▌▍ ▆▌▍██▉▄▊ ▌▊█ ▆▄▇▆▆_▊.▍▋▉▊▊▄ ▍▇▆▇▇▅▊▆ ▊▊ ▌▄ ▋▉ █▋▉ ▆█▇▌▄▉ ▆▅ ▍▉▆▇▋▇ ▆▊▋▄▅▆ (▅▊▉ ▅█▋▊▆▆█ ▋▅▆▆▇▅ ▆▆▌▋▄▆ ▇▊█ ▌▍▆▊█ ▍█▆▉▇▉▍▆█)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from dive_mission_range_increase
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed water on billb test map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range