130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Fix pooling error that was preventing sail/steering wheel deployment
                
                
                
                
             
         
        
        
            
            
            
                
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                RPG Standard Ammunition - Setup Model, Lods, Material, Textures and updated initial prefab
                
                
                
                
             
         
        
            
            
            
                
                merge from codelock_entercode_cache
                
                
                
                
             
         
        
            
            
            
                
                Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute
Only used by codelocks Menu_Enter_Code so far
                
                
                
                
             
         
        
            
            
            
                
                Setup Single and Dual 50 Cal LODs and Colliders
                
                
                
                
             
         
        
            
            
            
                
                tweaks to culling distance to several prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
                
                
                
                
             
         
        
            
            
            
                
                anim updates for feedback notes
                
                
                
                
             
         
        
        
            
            
            
                
                swapped mountable chairs left on all barges
                
                
                
                
             
         
        
        
            
            
            
                
                swapped mountable chairs on floating docks
                
                
                
                
             
         
        
            
            
            
                
                cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
                
                
                
                
             
         
        
            
            
            
                
                merge from save272 - Staging wipe
                
                
                
                
             
         
        
            
            
            
                
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                medical barge set dressing polish
                
                
                
                
             
         
        
        
            
            
            
                
                security prison barge set dressing polish
                
                
                
                
             
         
        
            
            
            
                
                 merge from crosshair_allocs
                
                
                
                
             
         
        
        
            
            
            
                
                merge from meta_shift/loot
                
                
                
                
             
         
        
        
            
            
            
                
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                configurable states/lighting, alpha fresnel, z test with post opaque
                
                
                
                
             
         
        
            
            
            
                
                Add analytics when puzzles reset
- how long it took before reset and how long players spent inside / blocking the puzzle
- log puzzle reset settings and monument of the puzzle
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_ai -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                Codegen after merging naval update
                
                
                
                
             
         
        
            
            
            
                
                Merge from httpimage_cache
                
                
                
                
             
         
        
            
            
            
                
                Fix HttpImage not working with extensionless image URLs
                
                
                
                
             
         
        
            
            
            
                
                Fix for sound assets not being saved on config, assigned sound assets
                
                
                
                
             
         
        
            
            
            
                
                Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together
Keep the skinned mesh only when its busy (opening or closing)
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error with our new changes
                
                
                
                
             
         
        
            
            
            
                
                Remove a dumb 200 byte allocation on our blur step
                
                
                
                
             
         
        
        
            
            
            
                
                Integrate RHIBs into the deepsea
Spawn them in cool triangle formations (auto generate groups)
Wiping the deep sea will wipe rhib group info
                
                
                
                
             
         
        
            
            
            
                
                Only try and maintain cohesion in the wander state
Add some methods to wipe coordination when the deep sea resets
                
                
                
                
             
         
        
            
            
            
                
                monument event notifications sounds
                
                
                
                
             
         
        
            
            
            
                
                simple boid behaviour in groups
groups will attempt to stick together as much as possible
                
                
                
                
             
         
        
            
            
            
                
                Add 'grouping' system:
Boats can be spawned in groups
If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_cui_merges -> main
                
                
                
                
             
         
        
            
            
            
                
                Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse()
- update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly)
- add some comments too
                
                
                
                
             
         
        
            
            
            
                
                merge from laserdetector_fastvehicles_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed laser detector not detecting fast moving vehicles reliably