194,760 Commits over 4,079 Days - 1.99cph!
Integrate art, icon thumbnail, etc
Consolidate art and prefab folders
Changing Surrender to Abandon, no half bet back
Basic monitor UI layout for the small Blackjack monitors
Merge from ElectricFurnace (art)
Electric furnace IO integration
Move the extra idles to a sub state machine and make a new component to manage transitioning out of the additional idle
Changed handling of the player having 21
Added WeightedAnimationRandomiser to pick from different horse idles, can weight different idles differently, only play idles after playing a base idle a random number of times
Backups + directory changes
Only show CPU time in perf 6, show breakdown of CPU time in perf 7
Allow using storage on locked vehicles without a key IF the player is already mounted
Allow looting storage on vehicle modules while the engine is on, if the player is mounted on the vehicle. Notably allows using the storage in the camper while driving (this was working for a while previously due to a bug, but is now working "officially").
Fixed extra cursed levitating cauldron (using incorrect layers)
Fixed camper BBQ output slots sometimes show as locked
Merge from FixB - resolves all outstanding known issues relating to layer changes.
Seedling destroy fix option B: Revert all ragdoll layer changes on plants, and remove ragdoll collision from the vehicle layer again
Seedling destroy fix option A: Allow Melee attacks to hit the Debris layer
Merge from main -> performance_sampling
horse & dog source files, updated export script
Nucelar missile silo progress
Finished all LOD0 meshes and placed prefabs in the scene
Split up horse idle into separate anims (to reduce repetitiveness), added more variants & updated animator
Fixed sample navmesh issue in positiontracker when switching nav types
terminal building - fixed an offset on the pivots
terminal exterior LODs/Colliders - prefab
Added a compass pet marker.
merged from lumberjack_eyes_fix
Remove hidden inventory slots on workbench
full manifest rebuild - build times
merge from lumberjack_skins
Remove "NeedsSteamItem" toggle on ItemBlueprint, blueprint now reads ItemDef and checks the steamItem field
Added "Tools/Skins/Find redirect issues"
Fixed some issues with DLC handling
Prevent duplicates appearing in the skin picker in some cases
Tuna can wall light refresh
Repair bench now works with redirects without skin assets
Possible fix for world pos info not showing world info non-admins
First pass on allowing redirect skin items to work without skin assets
Added support for crafting Items via craft menu
Lumberjack tools are no longer craftable (they now appear as skins to hatchet, pickaxe, etc)