126,085 Commits over 4,171 Days - 1.26cph!
Merge from Main -> GeneralBugFixes
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Standardise all instrument notes to uncompressed PCM, exclude from audio import processing
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Put gib override inspector behind a foldout (tied to an EditorPref so it can be toggled off/on project wide and the setting is remembered)
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Make StorageContainer.HasSlot override exist in client builds - fixes deploy guides not appearing for storage monitors
Remove duplicated lamps from bandit town, replaced with the newer prefab instead
Update icon rendering to handle translucent bits better
Rerender the reinforced glass window icon
Added camera to bandit town
Added lighting prefab to monuments
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Fix passthrough not showing for windmills, solar panels, and fuel generators
Rename orb shader for auto conversion
Flare material conversions
Added support for flare shader conversion. Added blank flare shaders.
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merge from AudioSettingsFix
Fixed getting stuck in large fishing village building via roof
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Don't show "1ft" on wire or hose items, since they're currently unlimited
Fix search placeholder label appearing when opening the crafting menu even if text is in the search bar
Fixed cargo ship crate decaying
Remove incorrect debug print and add a default quality setting for files that have just switched to compressed
Fix not being able to place water items (boogie board/kayak/etc) on water if the ocean level has been changed
Updated all audio files with quality @ 0% to quality 80%
Import analyzer now include warning for low compression quality
Have the audio analyzer skip the new WorldMusic path. There's a noticeable drop in listening quality between 100 and 80 quality on the new music. Set its quality back to 100.
Ran audio importer on the new sounds since last time it ran
Add a minimum audio compression quality. Currently the same as the maximum quality as I didn't detect anything that's intentionally using less than max
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Some more logs for audio issue, output files for external inspection