198,712 Commits over 4,140 Days - 2.00cph!
Don't update commandbuffers if underlying renderer is disabled.
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Going through the bug list
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Updated lots of misc VM prefabs
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
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Revert SetFlag change, just compare oldflags and newflags
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Only send one network update a frame on MotorRowboat (could still happen 2-3 times with last change)
Don't allow ordering if vending machines are blocked off
SetFlag now returns whether the flag was actually set
Don't send network update in FixedUpdate on MotorRowboats if no flags were actually set (should save a bunch of network updates a frame)
Move life story category updates (for rich presence) into a budgeted update
Move flame turret position check to happen before building privilege check since that check is so expensive
More topos. Buncha more fixes.
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All default melee weapon prefabs
Jackhammer vm - added admire anim & hooked up in animator
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Brain sense query optimization when exclusively looking for players
Order expiry will now update state after the expiry time
First batch of post-testing fixes