133,904 Commits over 4,293 Days - 1.30cph!
sulfur box append to adaptor allow collision group
ran manifest, icon manifest and localization
sulfur box prefab and item setup
hooked up metalrough and ao to spinner wheel texture, tested with test workshop skin and spraycan
Fixed deep sea water height not initialized to SeaFloorDepth
spinner_wheel standard material test - no painting
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Paintball Gun - added ammo box
merge from artist_pack_dlc
Paintable reactive target is now a redirect skin of the reactive target
Remove the same-frame AutoClosePlayerCheckInterval from InvokeRandomized when deploying BBS, not needed.
Update: blockout Immediate-Record API
- Added unit tests to validate usage
Tests: ran unit tests, has expected failures
set paintable resolution on paintable window again
Painting menu now only remembers the exact painting source when loading cached rotations, instead of remembering by same name of prefab
ornate frame placard scaled up 150%, fixed lod distances on small artist canvas
removed medium frames from craftable and set to hidden
pt_boat_turret_fixes -> main
Ensure rear turret marks itself as dirty if it deviates enough of an angle
made medium frames hidden and uncraftable
added storm hull creaks audio stings to the ghostships
renamed artist canvasses to be more consisten with other frames - xs > small, small > medium, medium > large, large > standing
window.paintable.skin icon
Paintable window is now a rediredt skin of the strengthened glass window
moved artist canvas folder to artist_dlc folder
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
Red paintballs made orange
Yellow paintballs shifted to maintain spectral spread
main -> pt_boat_turret_fixes
artist canvas set up large vehicle on sockets and ground watch
Fixed gib pivots, fixed bleeding of paint on to duct tape, XS canvas icon generation
large vehicle layer on sockets and groundwatch for ornate canvasses
Paintball splats & colours.
Merge from naval_missions
Fix potential key has already been added exception in Server_RequestValidMissionsUpdate
Also check the length of the static work queue before adding players to the collection of players requesting an update, instead of checking IsInvoking which checks an action only on that player
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Change GetComponent to TryGetComponent in OnParentChanging to remove some editor profliing overhead
Added XS frameless canvas, ran manifest
merge from artist_pack_dlc
Moved the paintable reactive target in the artist pack folder too