108,034 Commits over 3,867 Days - 1.16cph!
Code review:
Change PushLiquid in LiquidContainer to CheckPushLiquid
Null check time cached values
Use IsValid check where possible (and in IOEntity)
Ensure push targets don't get double added
Better sprinkler splash randomisation
Fixed merge conflicts for helicopter prefabs
merge from /FixCarConditionalNRE
Filled vats use translucency shading + adjusted FX for it
Restore the missing flash and sound effect on the instant camera
Large size (F9) screenshots no longer need to disable image effects, and support depth-of-field.
Merge from gib_pool/merge
Merge fixes for gib velocity
Don't allow throwing the oar while on a canoe
Hooked up pushing logic for canoe
Clamp view angles while mounted
Don't gib damaged modules on initial load when added to a vehicle
Lantern fix again
Scene changes apparently
Disabled texture compression on a few LUT textures
Fix compass texture clamping instead of wrapping
Oar crafting costs, throwable setup
Added a gametip for when a player tries to paddle without holding an oar
Added an option for VehicleSeats to forward their client input to the vehicle parent
Gib hookup, reduce canoe health, fix push priority
DoPrepare on all vehicle modules
Refresh all car module conditionals
Run the sound and texture import analyzers
Grab the import analyzers one more (final?) time
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Re-enable monument bundle unloading
Update storage monitor to use the parent storage container
Add a build config for master
Make the storage monitor deploy to a slot
Allow deploying the storage monitor onto the tool cupboard (will need to do other boxes later)
Nixed some deprecated scripts.
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
wooden buildings and fishing village scenes - end of week backup
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Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
merge from ddraw_init_optimization
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Fixed growable entities updating their quality twice when consuming water