128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
                
                
                
                
             
         
        
            
            
            
                
                Initial sqlite save/load for relationship manager
- For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids
- Remove dead RelationshipManager-Bags code
                
                
                
                
             
         
        
            
            
            
                
                Save 40 bytes a frame in UIChat.
'FindWith' was allocating a lambda, replace with a simple loop
                
                
                
                
             
         
        
            
            
            
                
                Stop HurtOverlay allocating 36 bytes a frame.
Was boxing a float into Mathf.Max() with a single value?
                
                
                
                
             
         
        
            
            
            
                
                oil rig foot b lods and collision
                
                
                
                
             
         
        
            
            
            
                
                unskinned_windmill -> main
                
                
                
                
             
         
        
        
            
            
            
                
                LOD improvements (match sail and vain)
                
                
                
                
             
         
        
            
            
            
                
                - Changes to how conversation data is saved from the dialogue editor graph
- Fix oil rig mission item shortname
- Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this
- Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node
- Can now talk to NPC's whilst using noclip
                
                
                
                
             
         
        
            
            
            
                
                Boat door colliders: convex solution that has a hole for glass collider to work
                
                
                
                
             
         
        
            
            
            
                
                ▋▉▅▅█ ▊█▌▅ ▉▍▋▅▄▋▉_▍▇▇▍▉▍
                
                
                
                
             
         
        
            
            
            
                
                Small engine prefab update
                
                
                
                
             
         
        
            
            
            
                
                more precise colliders for modular boat low walls
                
                
                
                
             
         
        
            
            
            
                
                Halloween_25_Update -> main
                
                
                
                
             
         
        
            
            
            
                
                Setting the requested mimap levels on all hotbar items
                
                
                
                
             
         
        
        
            
            
            
                
                Allow all door types on player boats
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: reduce error false-positives by ensuring bot IDs never overlap
- Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error
Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging.
Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
                
                
                
                
             
         
        
            
            
            
                
                boatbuilding platform anim updates
                
                
                
                
             
         
        
            
            
            
                
                MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
                
                
                
                
             
         
        
        
            
            
            
                
                Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels
- not needed and not intended to be used for dynamic objects
                
                
                
                
             
         
        
            
            
            
                
                Updating small engine LODs
                
                
                
                
             
         
        
            
            
            
                
                Check for closest island in increments instead of every frame, also profiler sample fix.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                small engine lods and collision updates
                
                
                
                
             
         
        
            
            
            
                
                Added methods to the texture streaming class for changing and clearing the requested mipmap level
                
                
                
                
             
         
        
            
            
            
                
                Storage room environment volumes on ghost ships is now brighter
                
                
                
                
             
         
        
            
            
            
                
                Raised scattered paper meshes to eliminate zfight on them
                
                
                
                
             
         
        
            
            
            
                
                Removed flickering glass decals from ghost_ships
                
                
                
                
             
         
        
            
            
            
                
                Fixed shifting cover prefab on ghost_ship_b
                
                
                
                
             
         
        
            
            
            
                
                nets ladder volume placement polish
                
                
                
                
             
         
        
            
            
            
                
                SmallEngine fuel compile fixes
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect materials on LOD1/2 of ghost ship C
                
                
                
                
             
         
        
            
            
            
                
                Fixed one of the mast ladders no working and rail blocking
Fixed ship_trawler_c back gate not allowing enough clearance
Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
                
                
                
                
             
         
        
            
            
            
                
                Boat building station anims
                
                
                
                
             
         
        
        
            
            
            
                
                fixed blockers around FC2
                
                
                
                
             
         
        
            
            
            
                
                ▆▇▋▉▅ ▇▇▆▊ ▍▋▊_▅▉▆_█▄█▅▉▊_▍
                
                
                
                
             
         
        
        
            
            
            
                
                FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
                
                
                
                
             
         
        
            
            
            
                
                Merge from chippy_optimize
                
                
                
                
             
         
        
            
            
            
                
                Don't render chippy arcade machine if player isn't in front of the machine (lol)
Don't render chippy arcade machine if player is mounted to another arcade machine
Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change)
Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it
Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched
Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving
Gains about 30fps when standing infront of a group of 60 arcade machines
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> qol_dump_improvments
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_blueprint_itemid -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Revert advanced BP fragment to old item id and apply FreezeItemid label
                
                
                
                
             
         
        
            
            
            
                
                Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label
- exposing as label instead of bool so people don't actively use this hack