10,546 Commits over 4,324 Days - 0.10cph!
Added position / rotation information to debugboatissue
Jungle avoids even more transition areas from temperate to other biomes
Merge from jungle_biome/jungle_foliage
Fixed various spawn population filters
Jungle has forest splat
Jungle has alt topology (including nearby forest / forestside areas to prefer deciduous trees next to jungle, looks slightly less odd)
Jungle avoids transition areas from temperate to other biomes
Monument biome filter adjustments
Moving jungle ruin prefabs to jungle_ruins spawn folder
Merge from train_tunnel_altitude_2
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Adding Hidden/DebugLine shader to always included shader list
Merge from fast_debug_draw
Skin bundle update (part 2)
Skin bundle update (part 1)
Merge from rotation_parent_fix_2
Fixed more cases of some underground train tunnel triggers sticking out of terrain
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
Speed up slow projectiles fired from AutoTurret to minimize delay
Merge from menu_friends_list
Fixed cases of some underground train tunnel triggers peaking out of terrain
Fixed underwater labs colliding with underground train tunnels at the new altitude
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Fixed TerrainTexturing.Instance not being updated in Setup()
Added EnvironmetnVolumeCheck to cliff_coastal
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites
DungeonGridInfo ClosestGridCell fix (missing WorldSpaceGrid RoundingMode)
WorldSpaceGrid alignment fixes
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
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ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll
The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)