137,033 Commits over 4,474 Days - 1.28cph!
Flare animator and animation updates
Field rename for the OnClanUpdate event
Wolf headdress (And lunar mask skins) require T1 workbench to craft
check for buffer failure in sculpture update
cleaned up semi-useless chunk prefab
merge from siegeweapon_firedamage
Made siege weapon vulnerable to fire (as intended initially)
- Added vehicle world layer to all fireball prefabs
- Set heat protection to 1 for all vehicles except siege weapons
Merge from sign_build_fix
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
Merge from lootspawn_stack_fix
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item
Will now split the item into multiple stacks if needed
merge from codegen_timings -> main
Merge from bag_compass_marker
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Add Profiler.BeginSample() for code generator
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
- Fix not being able to duplicate scenes with puppets in it.
- Add countdown to shot director
- Show a preview of the dolly cam's current position in dolly edit mode
- Snap current time to a keyframe's time when editing a dolly node
- Add dof.debug to the demo options panel
- Fix color grading sliders
- Add a way to change the seed of any puppet.
- Show demo filename instead of just the name in the UI..
Merge from satellite_crash
merge from high_wall_upkeep -> main
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed
- update during decay if the TC is destroyed or doesn't match their existing building
- this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to
Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
Add ability to manually run decay ticks and bypass the "once per 10m limit"
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
Better crate scattering rules.
Make nest hat a wolf headdress skin too
merge from airfield_maintainable_features
(has S2P for airfield, gas station, and wtp)
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab
S2P for all 3
manifest for generator.noreset.static prefab
merge from iteration_optims
Fixed crashing when using `ddraw.use_instancing_for_text 1`
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
Fixed nre when main menu is disabled when entering playmode in a playable scene
ChargeUpIOEntity saves/loads charge to/from disk
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
merge from iteration_optims
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2
Saves ~500ms when entering playmode on average
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
Fix sqrDistance still being calculated for high walls despite not being used