106,688 Commits over 3,836 Days - 1.16cph!
Add a generic TryFindNearby method to MissionObjective to reduce duplication
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
Add a new mission objective type to mount a specific mission entity
delete unused weapon rack item/prefab
Optimize shaders for lighter input assembly: uv0 included, uv1 opt-out, uv2 opt-in (e.g. wind), uv3 nuked
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals
town square LODs/Cols/prefab
distance tweaks to compound perimeter walls to get included in HLOD process
Use pooling for clientside peg models
new road segments LODs and Colliders, prefabs
removed screen from attack heli main console
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Merge from pistol_slide_remerge2
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Potential fix for pistol vm slide states snapping to the wrong state for several frames if player has some latency
Reworked inverse mode into a new conveyor mode option:
Or: Current behaviour, transfers start if any item filters pass
And: Transfers start once all item filters pass
Not: Only items not in the filter are transferred
Tighten up AudioImportAnalyzer thresholds for ogg/streaming/etc
Update AudioClip import settings using new AudioImportAnalyzer settings
music import setting tweaks
Cancel any ongoing minimum transfers when a conveyor is turned off (eg. a conveyor is halfway through moving a stack of 50 wood and is turned off, when the conveyor turns back on again it will not resume transferring wood until it has 50 available)
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Fixed being able to start the electric furnace with less than 3 power
Fix parsing errors on some inputs on the conveyor filter screen
Attack heli video feed post-processing
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Fixed unable to place conveyor on twig and armoured ceilings/floors
subtracting
78500 canvas_disabled_2 to main
Damage flames & smoke get fanned and increase in volume & intensity with movement.
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Further spawn-over-distance polish
Bring over some of the improvements from the mount objective into the kill objective
Optimized & polished the ground blast effect.
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective