31,193 Commits over 3,928 Days - 0.33cph!
T2 & T3 TechTree line cleanup
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easier to see locked icons
adjusted layout of t2
Removed blueprint drops from barrels and crates
Updated demo UI focus target icon
Fixed treeDistanceUponFalling not getting set on trees which was causing effects to be run on trees that fall far away from the camera
Fixed not being able to equip bone armour with bone helmet
Fix player interaction bug: If an semi-valid trace was penalised but no subsequent trace was acceptable, the semi-valid trace was lost. Fixes difficulty in upgrading door frames.
merge from /main/save201 (save++ network++)
merge from dropbox_sightcheck
merge from November_Balance
Update PlatformService from WorkshopIconRender script so that Steam skin queries work when generating icons
merge from November_Balance
Spell "hierarchy" correctly
Proper tag and layer dropdowns for the editor selection fields, rather than typing in manually
Add Rust editor options to select in Heirarchy by tag or layer
Fixed a couple of places that assumed the storage sub-entity of a storage module would always exist. With conditional-based storage on the taxi modules this is no longer guaranteed.
The cake is a lie! - updated cake icon
merge from November_Balance
merge from /November_Balance (network++)
Remove any null entries in the inventory list of the editor tool so switching branches doesn't cause errors because of missing inventories
Fixed crate_basic overiszed gibs
Thanks VS, this was not actually unused
Fix photos not loading when many try to load at once (might take a few sec to load all in when there's many)
Meta file upper / lower case fix (part 2)
Meta file upper / lower case fix (part 1)
Add dirt layer options to the workshop editor
Fix terrain not getting initialized properly in the workshop editor
server.censorplayerlist will randomly assign player names now
Small amount of boats and rideable horses now spawn procedurally again
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.