130,410 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                [D11] Gamepad/PS4 user login refactor
                
                
                
                
             
         
        
            
            
            
                
                [D11] Fixed rotation issue with Wall_300_pillar
                
                
                
                
             
         
        
            
            
            
                
                [D11] Asset Optimisations
                
                
                
                
             
         
        
        
            
            
            
                
                rigged and created idle on animation for sprinkler, updated prefab
                
                
                
                
             
         
        
            
            
            
                
                dung updates/tweaks.
reduced the water requirement gene multiplier.
                
                
                
                
             
         
        
            
            
            
                
                [D11] Bandit Camp Fog Update.
                
                
                
                
             
         
        
        
        
            
            
            
                
                [D11] Projectile optimisations, capped ranges and capped lifetimes.
                
                
                
                
             
         
        
            
            
            
                
                [D11] Projectile optimisations, capped ranges and capped lifetimes.
                
                
                
                
             
         
        
            
            
            
                
                ▉▅▊▇▇ ▆▇█▉▇ ▌▅▊▋█▆ ▌▄█▊▇▊ ▄▍▊▊▊▉▌ ▉▅▄▇▅ ▉ █▄▊█ ▇█ ▅▌ ▊█▆▋▋▆█, ▆█▋ ▌█▌▄▋ ▋▊▊▌▊▄ ▆▌▌ █▅▍▆▅▉ ▄▅▅▌▇ █▇▍▌▆▇▆▊▇ █ ▊▊▇▆▌ ▋▊▊█▌█
                
                
                
                
             
         
        
        
            
            
            
                
                Randomise saturation check, implement is powered checks and  longer interval between saturation checks
                
                
                
                
             
         
        
            
            
            
                
                Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime. 
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
                
                
                
                
             
         
        
            
            
            
                
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                Cleaned up fluid switch lods
Sprinkler fx fix
                
                
                
                
             
         
        
            
            
            
                
                █▇█▄▊ ▄▊█▋ ▅██▉ -> ▊▆█▇▇▆▇▉. ▅▄▌▄ ▋█▋▅▊▌█ ▍▄█▅▄▉█▍ ▌██▍▇▄▋ ▊▊▊▉▋▇▊ ▆▆▇▊ ▄▌▉▌.▇.▅▆▍ ▉▉ ▅▄█▋.▌.▇█▄▋.
                
                
                
                
             
         
        
            
            
            
                
                Sprinkler prefab stuff & missing meta.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
                
                
                
                
             
         
        
            
            
            
                
                Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
                
                
                
                
             
         
        
        
            
            
            
                
                Scene backup (backdrop stage)
                
                
                
                
             
         
        
            
            
            
                
                added horse_dung model and materials
                
                
                
                
             
         
        
            
            
            
                
                ▄▄▌▆█▆▉█▉█▆█ ▅▆▊▆▋▅▋▇▅ ▋▍▉▆▆. ▍▊▅▅▆▋ ▊▉ ▆▇▅
                
                
                
                
             
         
        
        
            
            
            
                
                Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
                
                
                
                
             
         
        
            
            
            
                
                Move fluid switch logic into it's own class, revert ElectricSwitch to original state
                
                
                
                
             
         
        
        
            
            
            
                
                Fluid switch mesh hookup, icon, gibs
                
                
                
                
             
         
        
            
            
            
                
                Fix rivers being offset above the ocean instead of staying under
                
                
                
                
             
         
        
            
            
            
                
                Bunch of general refactor/cleanup/fixes/tweaks.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Cherry pick 
47385 (SoundManager fix)
                
                
                
                
             
         
        
            
            
            
                
                Change LifeStoryStart assertion into a Debug.LogError so it doesn't prevent respawning
                
                
                
                
             
         
        
            
            
            
                
                Some AI tweaks to make scientists avoid running around underwater
                
                
                
                
             
         
        
            
            
            
                
                Fix SoundManager lag spiral of death that brings the editor down to 0.1 FPS
                
                
                
                
             
         
        
            
            
            
                
                GetAuthSessionTicketAsync Debug
                
                
                
                
             
         
        
            
            
            
                
                Dedicated server fix test
                
                
                
                
             
         
        
            
            
            
                
                Added a new Ripe stage after Fruiting.
A stage can now be flagged with IgnoreConditions, which will allow it to advance to the next stage at full speed, regardless of condition qualities.