130,566 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: make turret scan const a servervar
- called `sentry.scantimer`, default to 1s
Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: AutoTurret no longer misses players moving it's it's FOV
- Done by running scans every second when not tracking any targets
Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated art on floating walkway railings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better commit message:
Deployables of the same type will now snap together provided they are close enough.
Boxes, Shelves will now auto snap etc.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployables of the same type will now snap together:
Eg walls will snap together
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: powering up auto-turret now runs a search
- Simplify and clean authDirty-related code
One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed.
Tests: powered up the turret by standing in front of it - it started shooting correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved topology-based max carve height to produce a better gradient
 
                
                
                
                
                
             
         
        
            
            
            
                
                manual anchor fbx update and some priliminary texture/material work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Huge code cleanup
Introduce two modes, simple or advanced snapping behaviours
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove some voice lines that seemed out of place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from negative_source_modifiers_godmode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players.
Added Modifier.HasNegativeSoruce()
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pre-emptive reload when mag not full and target not seen for a while
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked wall storage deploy volumes to allow for small wood storage
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                M15 Pistol - Updated item name and description
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fix_roof_stability
 
                
                
                
                
                
                    
    
        
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                Remove instancing support from all non-standard shaders
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from purifier_waterloss_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from ui_volume_slider
 
                
                
                
                
                
             
         
        
            
            
            
                
                subtract jungle_update/spatial-biome-fog/fogmethod1
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from jungle_update/spatial-biome-fog/fogmethod1
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Disable vsync while the game is in background if limit fps in background is enabled
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from scientist_spawners_enabled_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed being able to swap items into containers marked NoPlayerInput (old bug, but relevant with the new mission containers)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert the conversation panel entirely to flex text, rip out a dozen different layout hacks, improved performance from 2ms/frame while text is animating to 0.1ms/frame
 
                
                
                
                
                
             
         
        
            
            
            
                
                Immediately send respawn options when finishing the mission so it appears on the map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed safe zone spawn mission not working in primitive
GameModeSpawnGroup will now accept the tag 'vanilla' which will pass if no game mode is loaded
Added RequiredGameModeTags to BaseMission, also accepts 'vanilla'
 
                
                
                
                
                
             
         
        
            
            
            
                
                More comments and minor code changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try and calculate a rotation which is similar to the original placement rotation (but snapped to the wall)
So for example: a box rotated perpendicular to the wall should stay perpendicular even once snapped
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More minor adjustments with placement code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix items like planters and furnaces from not snapping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't bother with any padding, the calculations seem to be perfect
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can't static the directions array, use a pooled list instead
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                add some per-weather+per-biome fog mults