130,550 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Adjusted sub damage protection + material edits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add health-based damage texturing to both subs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                For connect exceptions, show only the exception message in the console, not the whole stack
 
                
                
                
                
                
             
         
        
            
            
            
                
                Turned the exception from a failed 'connect' console command into a warning. It now shows up in the UI and as a warning in the console, instead of in the UI and as red exception text on the main menu.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added requested cinematic lighting prefabs for map/content makers in /modding/cinematic - no lodding, extra reach and width. Performance heavy, don't use on regular maps
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added AIInformationZone.Mege
 
                
                
                
                
                
             
         
        
            
            
            
                
                AIInformationZone bounds encapsulation tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added missing component on camera prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Catching if DLSS is not available
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                AI data for remaining modules.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added AI data to first half of module segments
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from submarine main
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel arms on dancing using humanoid tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                ██▅▌▊▆▄ ▍▊▆▌ ▇▋▌▍▋▄, ▌▄▍▄▅ ██▋█▆▅ ▇▆▆▍█▍▇▆▆▆ ▌▅ ▄▉▇▆▇▆▉ ▋▉▆ ▋█ ▌▋▌▇▄▋▅▆▍▍
 
                
                
                
                
                
             
         
        
            
            
            
                
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                WIP syncing of completely disconnected boom boxes connected to the same URL, still needs some work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a graphics.uiscale value of 0.8 hiding the search text on the crafting screen when at 1080p
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a couple of additional null checks to modular vehicle conditional refreshes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Applied new settings to large tiles variant as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Speed up dance floor and sound light
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't attempt to get the second channel of audio data for visualisation if unity is outputting audio in mono
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't add second channel data in AudioVisualisationEntity if the source is in mono
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase discofloor base speed and volume sensitivity, to 0.75 basespeed and 5 sensitivity
 
                
                
                
                
                
             
         
        
            
            
            
                
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                - Recycler right-click item transfer now rejects items that can't be recycled, doesn't move them to the input.
- Right-click moving items to recycler now stops once the input slots are full, doesn't start filling output slots.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix compile issues from CanPushNow changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract temp compile fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled BaseMoveTowardsState access for humans.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Uncommitted waterplant ai wip
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set read/write access on meshes needed for navmesh generation.
Navmesh gen tests.
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Temp fixes for aux branch compile errors
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Renaming a bunch of train tunnel generation scripts with DungeonGrid prefix to reduce confusion with the new DungeonBase scripts (generating a grid style dungeon versus a base / building style dungeon)
 
                
                
                
                
                
             
         
        
            
            
            
                
                dial back the red colour filter on hurt