121,613 Commits over 4,048 Days - 1.25cph!
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
Don't bother checking keycode FX if the whole object is disabled
No detail alpha by default for CarKeypad material
Car keypads now look progressively more damaged, like the main vehicle does
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
Combiner prefab setup
Move pipe rendering into a child prefab for easier updates across all colour prefabs
Remove multi sub mesh support, everything is using the same material now
Lock destroyable effect for modular car keycode locks (not hooked up yet)
Moved MLRS UI out a little - hopefully fix z fighting
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vm python - hammer is now in forward position by default
Added bounce lighting to Village C
Tweaked some light strip base brightness values
Add "Server_Event_Tips" convar to disable clientside notifications when server events happen
New gumdrop materials
Made gumdrops bigger and changed their LOD setup
Increased gumdrop light brightness
Added fill lights
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
Item Store design and prefabs
added batch scripts to xmas prefabs. Rebuilt fishing_village_c xmas prefab as it had become unpacked by mistake
Cherrypicked Compound Lighting prefab and Caboose Dressing Static prefab with the candle move and stray bounce light fixes.
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full manifest rebuild - build times
Made gumdrop lights bigger
Added gumdrop lights to the tunnels
Fixed water layer toggle bug, fixed post effect profiler markers, adjusted params
Merge from SteamNetworking_NotByDefault - RakNet will remain the default network protocol till further testing is carried out on SteamNetworking. SteamNetworking is likely to be default enabled in January patch instead.
Codegen and phases checks
Add profiling & use HashSet rather than List when building vending machine clusters
Fix ability to split stacks / move items when a container is locked
Increase pipe subdivisions to 12 (was 9) to fix some UV issues
Add uv support for pipe brackets
Mirror UV's
Added Gingerbread man death screen avatar/icon. Updated prefab information.
Add "spawngrid <prefab> <width> <height> <spacing>" command
Update localized death name for gingerbread man (just needs an icon)
Added a vehicle lift sound for updating the lock code
Merge from xmas_2022 (may have compile issues, will fix)