140,218 Commits over 4,383 Days - 1.33cph!
super wip bridge entry segment spawning, just testing high level approach and prefab setup
Fix client predicted reloads not stopping on mortars
Update(tests): add StressTest unit test
Next up going to try to figure out how to support Repacking
Tests: ran unit tests
Removed Old Apartment Kitchen Folders
Dye collection syncs between head hair and faciar hair
adjusted wooden shutter collision
Added walk footstep events
Fix crash when shooting mortar :facepalm:
merge from Electric_Furnace_Workshop
Add spotilight and pulsing support
Bone club Inventory sounds and Icepick tap sound changes
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Roof structures LODs, colliders and prefabs
Tweaks for updated light fixtures.
main -> vendingmachine_ui_refresh
deployablesnapping_preview_fix -> main
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Fixed wallpaper not showing on wood, stone and armoured roof LOD1 models
Shutter A collision and LODs
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New: StableObjectArray, a pending replacement for StableObjectCache
- added basic tests, needs more
Follows TransformAccessArray API, provides similar stability guarantees as StableObjectCache but requires to be interacted with differently.
Tests: ran unit tests
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merge from tincanalarm_v2
Updated tin can alarm description
Added a minuscule Deployed collider to the tin can alarm so it can take fire and explosion damage
Reduced loaded molotov light range
Kiosk A - LODs, collision, shutter LODs, prefab setup
Added tin can alarm open/close sounds
Merge from workbench_upgrades
Fix windturbine gib scale
Fix Bandit Camp Wind Turbine
- Remove animator from static wind turbine as well and run through code instead
removed overhang from crypt window collider
added temporary oven model to apartment prefabs for preview
exported edited boombox 3p anims
Don't vary dye per hair type
Metabolism values should now immediately update to latest values upon spectating a player
- Fix sibling index issue when moving existing orders around
- Set cost and sell amount input to 0 when clearing
Fix terrain.geometryclipmaps not persisting properly