115,718 Commits over 3,959 Days - 1.22cph!
Lighthouses, junkyard & related mats & prefabs.
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Created SetChildComponentsEnabled<T> and moved all calls to that instead.
Merge from building_blocks_2020
Forgot to free pooled list
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Added an extension method to enable / disable all child TMP_Text components. Implemented it on various screens.
Updated blue berry desc token so it longer shares black
Added mixing table to food vendor at bandit camp
Fixed produced item being thrown to the ground when it wasn't part of another valid recipe (top tier items)
Add blueprint known check to mixing table UI mix button
mixing table more forgiving deployment
Fishing_village_a scene layout progress
More large walkways work, added greyboxed wooden building models, plus a powerline pole slim version
merge from door_open_blockage
Merge from hostile_safe_zone (only show hostile marker when within 200m of safe zone)
Cache temperature at position on the planter and access that from plants
Fixed some refresh issues
Disable vehicle push boxes by default on double door prefabs
Only update hostile note time string when it changes, saves string creation every frame
Don't check if we're near a safe zone if we're already in a safe zone
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Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
Remove rainbow paddling pool skin description (wasn't used)
Remove rigidbodies from notify triggers on garage door and external high gates
Remove building block check on TriggerNotify (no longer needed since the trigger will no longer pick up the vehicle_world collider on steps now that rigidbodies have been removed)
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Harbor 1 & 2 fixes.
Related materials.
Puzzle spotlight prefab fix.
Also few unsaved files apparently.
Updated roof DirectionProperties parameters
Fixed DirectionProperties not working right with a local position offset (i.e. roofs)