106,703 Commits over 3,836 Days - 1.16cph!
Show "X days" of upkeep after 72 hours (rather than > 72 hrs)
Fix placing walls prioritizing middle of wall sockets rather than top of wall (when building jump ups)
Merge Main -> StaticCaboose
Fixed deploy offet of press button so it can be placed near the floor
Fix right clicking into repair bench not swapping items
Cherry pick
76438
(Fix building manager getting cleared in CLIENT + SERVER mode)
Can right click armor into locker and have it go to first free row (will not go into a row if it conflicts with other armor in the row)
Updated industrial splitter mesh
- fixed shader issues
Added textures and setup material
Replaced current splitter mesh with new mesh in prefab.
- updated prefab (Jarryd will have to go through this)
Added ability to recolor existing wires in world by pressing "R" on input / output of wire, will apply selected color
Fix button so it passes through full power for 0.5s when connected in passthrough mode
Main square snow machine setup
Sam site can passthrough power (use it to detect destroyed sam sites not power multiple)
Scene backup.
Static always-on snow machine variant without the terrain effect.
Removed condition from most electrical entities so they stack easily when picked up
(doesn't apply to batteries, solar panels, windmills, turrets, etc)
Armored door & double door 800 -> 1000 hp
Fix Rust+ throwing errors when starting up twice (mainly on hardcore & softcore)
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Cream pile textures and materials
Updated collapsed tunnel mesh with cream pile and chocolates
xmas_tree_pot_rug model and textures
Scene backup & prefab changes
Scene backup & prefab tweaks
fixed uvs on snow_pile_3x6, added snow_pile_9x9
Fixed ocean mesh not updating
staticprop tinsel endcaps and some different colour material variations
Added new version of the splitter model
+ LODs
Just need to texture it now.
Collectable foods (berries, corn, etc) can now be eaten directly from the ground with a hold-E menu option.
Merge from animal_ai_topology
Added support for biome requirements to BaseNavigator and BasePathFinder for roaming.
Polar bears will now only ever roam to arctic & tundra biomes.
As a result, Polar bears will now also return to their home biome if they end up in another biome due to aggro etc. (after finishing what they were doing)
more sugar on gumdrops, tweaks to SSS
gumdrop_lights various colours, innitial prefab setup with test light
Set animals to not roam directly to beach/beachside/ocean/oceanside positions
updated broken bogies mesh and LODs to fit a little more nicely onto the tracks.
Added TopologyPrevent and IsPositionPreventTopology() to BaseNavigator.
Remove unneeded card UI animation component
Merge MoreCabooseFixes -> Main
Delay showing cards in the screen UIs, so they don't get ahead of the main UI animation
Improved demo shot compression
Show face-down cards before flipping them face up (Helk request). Also modified the animations a bit to make them snappy. New PlayingCardSprite script handles the animatinons.