123,983 Commits over 4,171 Days - 1.24cph!
merge from scientist barge
WIP on a tool to trim out LOD faces that likely won't be visible
Revert manifest and plugins to match main
OnPostFill virtual method fix
Spawn some extra train engines if there aren't enough to fill all sidings
Removed jobs renderer system
Move UnwrapBaker to plugins, made it editor only
Fixed MeshLods getting modified by HLOD before they can Init
Spawn one train engine at every siding before moving on to spawning the rest of them randomly. At low spawn populations, there may still not be enough engines to have one per siding
Ensure LODS are removed from the culling system when under the control of a HLOD
Made death screen less transparent (darker)
Make death screen somewhat transparent
Fixed MeshLOD components not getting properly disabled by HLOD
Merge Main -> TrainWorkContinued
Merge TrainWorkContinued -> Main (general bug fixes)
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Merge from hardcore -> aux2
Global network hardcore gamemode
gamemode spawn droptoground
Merge from furnace_ui_rework -> aux2
Fixed drag icon not appearing (z position was -143)
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Nerfed The Cove being an OP buildable cave. It is now a rich source of ore. You can still build on the island around it.
Various other buglist fixes.
Added Mastiff, updated other dog models to fit new rig work
Updated marketplace and reclaim terminal locations in compound
final integration of marketplace/reclaim terminals screen UI
merge from brainrefactor merge
merge from brain_refactor
merge from brain refactor
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
Fixed admin UGC browser delete button not working
Added new PreventBuildingMonumentTag, use that instead of a general radius check when determining when to show the "Cannot build this close to..." message
A component with a reference to the MonumentInfo is required as in builds we flatten the hierarchy completely
Scene2Prefab will automatically apply these components to relevant colliders during the S2P process (so we'll need to S2P all the monuments before this change will take effect)
merge from brain refactor
merge fixes
Sprays will no longer respect the Decay.upkeep_inside_decay_scale convar, they wiill always decay based on Global.SprayDuration even if they are indoors
Code review: Added divide-by-zero check.
Code review: Save GC with orePlaneRenderers.
Fix bug in ferry pathfinding code