248,792 Commits over 3,959 Days - 2.62cph!
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers
Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
Reworked military tunnels for new style interior volumes
Subtract
53586 (already getting pooled on a different branch)
Merge from Main -> GeneralBugFixes
Profiling fixes for Switch
Started re-implementing rope visuals
New rope color / alpha gradient
Removed old Rope rendering code
Clean up ropes when changing stage
Presskits to Google Drive
Build
Fixed Metropolice freezing the game for too long on initial spawn
Fixed NPCData.Weapons not being counted as valid weapons, causing NPCs like Fisherman from Lost Coast not being able to spawn with his signature weapon
Updated scrap tea item descriptions, changed bonus scrap spawn pos.
Fixed engine saves sometimes having extremely messed up sounds
Added killfeel translation for env_entity_dissolver
Fixed HTTP() global trying to use invalid ISteamHTTP pointer after changelevel on dedicated servers
Fixed respawn_entities command breaking weapon sounds until player respawn
Fixed domain names starting with a number being counted as IP addresses
Player trail fully fades out again
Switched to LineRenderer from TrailRenderer for new player trail
Don't red box in dev mode when we don't need to
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Some storage monitor styling fixes
FlasherLight / SimpleLight pooling fixes
FluidSwitch pooling fixes
wooden buildings progress backup
ElectricalHeater pooling fixes
PoweredWaterPurifier pooling fixes
EntityFlag_Toggle pooling fixes
Fixed duplicate poolable component on powered water purifier
PowerCounter pooling fixes
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Fix possible NRE in AppIOEntity.BroadcastValueChange
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Fixed client stall during DDraw initialization (introduced 10 April 2014, changeset 2)
set up easy mode players
octopus/mech turret diff scaling
fuse stage diff scaling
some trench pattern scaling
Enabled pooling on 42 IO entities
merge from summer_dlc, noticed
53256 was forgotten upon review
Oar worldmodel fixes, damage properties, animation events