133,633 Commits over 4,262 Days - 1.31cph!
Use pooling for clientside peg models
new road segments LODs and Colliders, prefabs
removed screen from attack heli main console
▌▇▉▌█ ▌▆▋▋ ▍▌▆▄█▌▆▋▍▆▋▆▆▉▍
▇▄▌▊▄▄▌ ▆▊ ▉▅ █▇▍▅ ▉▇ ▇▆▇ ▄▍▇▊▆█▉▋▄ █▄▇ ▅▉█ ▍▊█_▆▅▉▄▅▋▉ ▉▅▆▍█▋▌█▇▉▇▋▆▇▉ █▄▅▅█▋
Merge from pistol_slide_remerge2
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Potential fix for pistol vm slide states snapping to the wrong state for several frames if player has some latency
Reworked inverse mode into a new conveyor mode option:
Or: Current behaviour, transfers start if any item filters pass
And: Transfers start once all item filters pass
Not: Only items not in the filter are transferred
Tighten up AudioImportAnalyzer thresholds for ogg/streaming/etc
Update AudioClip import settings using new AudioImportAnalyzer settings
music import setting tweaks
Cancel any ongoing minimum transfers when a conveyor is turned off (eg. a conveyor is halfway through moving a stack of 50 wood and is turned off, when the conveyor turns back on again it will not resume transferring wood until it has 50 available)
▆▅▍▌ ▌█▋▋▇, ▉▆▇▋▍ ▆▋▍▊ ▉▌█▇▋▆▉▄
Fixed being able to start the electric furnace with less than 3 power
Fix parsing errors on some inputs on the conveyor filter screen
Attack heli video feed post-processing
▉▄▅ ▇▊▇▉▆█▄ ▄▍▍▆▇ ▇▄ ▆▇▅▉ ▊▉▋▍▉▇▊▊▅▉█ ▉▊▊██▆ & █▌█▊▊▍▉ ▊▉▋▊ ▍▌ ▉▋█▋▍█▇
Fixed unable to place conveyor on twig and armoured ceilings/floors
subtracting
78500 canvas_disabled_2 to main
Damage flames & smoke get fanned and increase in volume & intensity with movement.
█▋▉▊▄ ▇▄▆█▄ ▅▊█▅ ▋ ▇▊▇▅▄█▊▆ ▍▅██▋█▊ (▉▇▆█▌) ▅▌▌▄▇://▆█▄▄▇.▉▌▉▌▌▍▍▍▌.▅▋█/▉▉▊▌▆▋▋█/▌▇/▄▆/▊▉▌▆▋▋/▄▉▆▉▉.▊▌▌
Further spawn-over-distance polish
Bring over some of the improvements from the mount objective into the kill objective
Optimized & polished the ground blast effect.
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
Add a new mission objective script to mount a type of entity
Added detail layer blend type drawer w/ channel flags (testing)
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Write and read normal along with depth