122,124 Commits over 4,048 Days - 1.26cph!
Fixed player.fillwater command not working if there was an empty belt slot
Merge from Main->Vehicles
Updated randommodular item list
Cleanup some unneeded fuel logic
Working on rough terrain damage
Use proper water catcher UI
Mark water item as dirty when pushing it through connections to update UI
Optimized closing the game
Tweak fuel process, sprinkler only uses water loaded on to it and LiquidContainer is responsible for pushing water to various entities
Use IsConnectedTo check before splashing something, it's better solution than the earlier fix in
46160
Shrink sprinkler splash radius, expose radius as a gizmo
Move water catcher sockets to other side of entity
Hose tool now places proper hose lines while placing instead of cables
Fixed some gravity pump edge cases
Fixed fluid splitter marked as electric
Respect max stack size when moving fuel around
Sprinkler now only stores 10ml of water locally
More VFX files & new particle lighting test map
Move apart water in/passthrough slots on sprinkler for easier use
Added a new "plumber" player inventory default
Add recursive checks for fuel transfer
Add some extra checks to stop recursive fuel connections
Add some extra checks to stop water re-entering network after being splashed
Fixed a few issues with vehicle health protection
Changed "No Protection" protection option to give no protection vs "AntiVehicle", which had full protection.
Added gravel road to my test map
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[D11] Bumped network protocol again as a different recent submit had already bumped it and the result was merged.
[D11] [UI] Localisation fixes. Updated Player Proto to include whether attacker was player in death info. Adjusted where translations occur in Look at tooltips. Bumped Network protocol
[D11] Updated PFX materials to use new shaders
[D11] + LOD tweaks to various door.hinged.industrial a's
[D11] + Bunker_rooms converted to new LOD System
[D11] Added silencer/muzzlebrake support to the tweaked LR300, and updated the AK47
[D11] Powerlines cables material fixed
[D11][#3488] Trees no longer affected by 'Orb of invisibility'
[D11][UI] Swap out loading sprite sheet for single image
[D11] + Office_planter_300 broken LOD3 fix
[D11] + Plantpot transitioning through LODs too quickly
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Removed script, updated prefab
[D11] Resolved 3553 Amount in a found Water Jug is higher than in Steam
Roadside monuments terrain blend map improvements
Fixed powerlines not spawning along the ring road
[D11][UI] Unload spinning wheel image when not needed. Fix issue with reloading controller images.
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
+ Fixed the underwater bubbles issue
[D11] Campfire incorrect vert colour fix
Maintenance mode: localizing the timestamps.
Fixed some edge cases where the road could clip into the terrain