108,031 Commits over 3,867 Days - 1.16cph!
Barricade cover deployable purchasable at Compound
Fixed mixing table costing 500scrap to research
progress backup wooden building
Explosive tea recipe changes
Mixing table particle functionality
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Improved locker fix that keeps the right amount of belt slots
Added a GrowableHeatSource component to make heaters affect plants
Uses the new TimeCachedValue to prevent repeated artificial temperature checks (like light checks)
Fixed invisible item slot in the locker UI
Mixing Table VFX + lighting & related files.
Instanced some materials that weren't.
The powered water purifier will stop converting salt water when it's output container is full, will automatically resume once some fresh water is removed
Respect max stack size when creating items.
Recipes can include liquid as an ingredient and will forward the liquid container's contents item.
Fixed two modular car presets not having an engine!
Cherry pick Mac IL2CPP build fixes
Set Mac IL2CPP back to release mode now that it (hopefully) works
Refactor skin approval list to use about a million methods instead of a one gigantic constructor (fixes clang trying to use 100GB of RAM to compile)
Testing out using forceRenderingOff instead of renderer.enabled
Double berry spawn densities, added grass splat type.
Load RandomUsernames from a json file
Fixed Holmzy's barrel problem
Remove black berry from spawn population
Don't display a blank tooltip
changes to scrap calculation
Some new mats
Changed the albedo of wood_panel_a to lose the AO baked in, change red balance to fit fishing villages wood
Fix path for memsnap commands
Some build config fixes
allow mixing to start with any amount of items in matching recipes, return any excess ingredients to the player
Re-baked walkways normal map texture to be more forgiving at being re-used across other assets
Updated some models