115,825 Commits over 3,959 Days - 1.22cph!
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
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
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