127,955 Commits over 4,109 Days - 1.30cph!
Gib hookup, reduce canoe health, fix push priority
DoPrepare on all vehicle modules
Refresh all car module conditionals
Run the sound and texture import analyzers
Grab the import analyzers one more (final?) time
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Re-enable monument bundle unloading
Update storage monitor to use the parent storage container
Add a build config for master
Make the storage monitor deploy to a slot
Allow deploying the storage monitor onto the tool cupboard (will need to do other boxes later)
Nixed some deprecated scripts.
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
wooden buildings and fishing village scenes - end of week backup
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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
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Fixed growable entities updating their quality twice when consuming water
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers
Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
Reworked military tunnels for new style interior volumes
Subtract
53586 (already getting pooled on a different branch)
Merge from Main -> GeneralBugFixes
Updated scrap tea item descriptions, changed bonus scrap spawn pos.
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FlasherLight / SimpleLight pooling fixes
FluidSwitch pooling fixes
wooden buildings progress backup
ElectricalHeater pooling fixes
PoweredWaterPurifier pooling fixes