128,778 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
                
                
                
                
             
         
        
            
            
            
                
                Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
                
                
                
                
             
         
        
            
            
            
                
                made queue barriers R/W for batching
                
                
                
                
             
         
        
            
            
            
                
                tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
                
                
                
                
             
         
        
            
            
            
                
                New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
                
                
                
                
             
         
        
            
            
            
                
                Fixed prevent building volumes on static minecart and railroad planter 
Removed sockets from new static seating entities
                
                
                
                
             
         
        
            
            
            
                
                Fix DeferredDecal component not being stripped from server entities
                
                
                
                
             
         
        
            
            
            
                
                Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes
- unsure if it's a problem with copying or pasting so starting with pasting
- move RemoveOpthanedChildren() above when we start to spawn entities
- try to spawn entities in multiple passes to ensure parents are all spawned before children
- add more logging
                
                
                
                
             
         
        
            
            
            
                
                Switch certain dynamic occlusion entities to static occludees when we know they can't move
- convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors)
- currently (and by default) every entity is considered dynamic if parented
- now certain entities can indicate if they are static (like boxes)
- converts codelocks to dynamic while the door is opening, converts back to static once finished
- will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent
- reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters)
- refresh entity dynamic status when running `refresh_renderers`
                
                
                
                
             
         
        
        
            
            
            
                
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                Make dynamicOccludees list public so it works with the command
                
                
                
                
             
         
        
            
            
            
                
                Set industrial adapter to not be dynamic
- still gets set to dynamic at all times since it's always spawned parented to an entity
                
                
                
                
             
         
        
            
            
            
                
                Add `print_occlusion` command to print the amount of dynamic ocludees
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_puzzle_reset_analytics_nre
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
                
                
                
                
             
         
        
            
            
            
                
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                Fixed WireColorSettings.Get NRE
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_console_chat_message -> main
                
                
                
                
             
         
        
            
            
            
                
                Catch error if supplying a console color that isn't a valid enum
- try catch the entire console logging thread so an error won't break the console
                
                
                
                
             
         
        
            
            
            
                
                Add `console_print_color` command to confirm colored console messages work
                
                
                
                
             
         
        
            
            
            
                
                Fix colorOverride being overwritten by LogType
                
                
                
                
             
         
        
            
            
            
                
                Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
                
                
                
                
             
         
        
            
            
            
                
                Scientist front turret now points the right way
                
                
                
                
             
         
        
            
            
            
                
                Screen shake & volume stuff.
                
                
                
                
             
         
        
        
            
            
            
                
                Casino dressing progress 
Exterior dressing, neon signs, bar area, lighting pass
                
                
                
                
             
         
        
            
            
            
                
                Removed Old 50 Cal Models and Prefabs
Imported New 50 Cal Models to Include PT Boat Mounting Parts
Setup New 50 Cal Prefabs and Colliders
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_painting_rotation_icons
                
                
                
                
             
         
        
            
            
            
                
                 merge from haircap_shadow_fix_again
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_steam_invite
                
                
                
                
             
         
        
            
            
            
                
                 merge from cargo_oilrig_path_fix2
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_buried_items_loading
                
                
                
                
             
         
        
        
            
            
            
                
                Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
                
                
                
                
             
         
        
            
            
            
                
                disable texture streaming on hair due to leaving "shadow"
                
                
                
                
             
         
        
            
            
            
                
                updating the colliders for the diy hammock
                
                
                
                
             
         
        
            
            
            
                
                PT Update to remove moving turret parts ready for 50cal.
                
                
                
                
             
         
        
        
            
            
            
                
                Tropical2 terrain set to the terrain layer
                
                
                
                
             
         
        
            
            
            
                
                Added deep sea prevent building volume
Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
                
                
                
                
             
         
        
        
            
            
            
                
                clean up discarded changes
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_non_harvestable_trees -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
                
                
                
                
             
         
        
            
            
            
                
                small engine mesh and textures update
                
                
                
                
             
         
        
            
            
            
                
                pt_boat_gameplay_pass -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                xmas floorpapers wip, some more minor tweaks