121,929 Commits over 4,048 Days - 1.26cph!
merge from miner_hat_metal_to_specular
merge from /f1grenade_standard_to_specular_fix
merge from large_wood_box_floor/large_wood_box_floor
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merge from crossbow_workshop_duplicate
merge from computer_station_chat
merge from rock_formation_fix
merge from building_los_fix
alternativeLOSChecks_enabled true by default
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
merge from building_los_fix
Added a new setting in Construction to disable the use of the last valid placement
Enabled for walls, floors and foundations
sub navigation, more featured content styling
Added initial volumetric god rays implementation
merge from ballista_climb_fix
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf
Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
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merge from oldhorse_purge
Removed old horse protobuf
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Merge from industrial_perf_improvements
Some server industrial conveyor performance improvements
-Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing
-Compare slots by item id rather than object comparer
-maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12)
These changes take a problematic conveyor configuration from 670ms to 12ms processing time
Track total possible instance count and recreate buffer if required
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Fixed floating rock_formation_g on some seeds
Update: initial work on parallelizing prefab loading during editor procgen
Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later.
Tests: ran it once, got some telemetry, but already certain it's wrong.
Hura crepitans saplings / meshes, prefabs and spawn setup
Fix protobuf field ID 0 being used in RidableAnimal.equipmentContainer and ItemOwnershipAmount.username (field 0 is invalid according to protobuf specs)
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Added test ceiling and floor wallpapers
removed duplicated crossbow.skinnable.asset in the blowpipe folder
Fart Dart - Stackable flatulence dart. More darts, more farts. Farts heard and seen by everyone, giving away your position.
raised up floor of large wood box mesh exterior and interior a little to avoid floor clipping
Store page UI content blocks
set hat.miner material to specular setup
Deafening dart - mutes all audio for 10 seconds
Functional command block deployable
changed f1 grenade to use specular material setup instead of standard
Confusion dart: reverses movement controls and swaps jump/crouch.
merge from laserdetector_fixes
Fixed detection not working when deployed on foundations and frames
merge from bloodunfuckery
merge from vm_cam_convar_removal