31,201 Commits over 3,928 Days - 0.33cph!
Merge reactive target changes -> Main. Reactive targets now have optional power in/out + electrical inputs to raise/lower.
Cherry pick font asset changes
Merge from farming_optimisation
Fix LiquidContainer server NRE
Drinking tea now hydrates the player
Merge from farming_optimisation (server side farming performance improvements, split fluids evenly when draining through splitters and heaters now affect planter temperature)
Fix cam zoom lerp not being multiplied by delta time (fixes camzoomlerp convar not working with midi binds)
Merge from dialogue_graph
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
Update BillBTestMap for the new Unity version
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
Fixed fuel storage not being accessible on RHIB after collider update
Fixed bugs that didn't account from default state. Fixed death screen padding issue.
Merge from TMP_Text update optimization
Fixed protobuf/generate.sh DOS line endings (breaking unix shell scripts)
merge from trainyard_path_fix
Fix doors checking for blockages when opening if checkPhysBoxesOnOpen is false (fixes garage door getting stuck closed if a vehicle is stuck in it)
Merge ScreenshotChanges -> Main
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred:
- Server creates the module entity and saves it to client with socket index -1 (no socket)
- Server adds the module to the car with socket index now set
- Server saves new socket index to client
- Client creates the module entity and calculates socket index correctly
- Client loads new entity, socket index incorrectly reverts to -1
- Client refreshes module conditionals, bad socket index causes NRE
Merge from flare_optimizations
Merge from flare_optimizations
Merge from TMP_Text update optimisation
Revert ProjectSettings changes
merge from flare_optimisations
merge from /FixCarConditionalNRE
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Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
merge from ddraw_init_optimization
Updated scrap tea item descriptions, changed bonus scrap spawn pos.
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