110,890 Commits over 3,897 Days - 1.19cph!
fixed furnace skinning
emissionToggle NRE fix
Changed EmissionToggle to use material prop block
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Barricades can be repaired
Barricades can be repaired
Removed upkeep cost from deployables again (accidental commit)
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reapplied
24429 (TC no longer drops any loot when destroyed)
Optimized BuildingBlock.IsOutside
Sheet metal tier rework - closing off holes in walls
Prevent setting new destination if the current destination is pending (async pathfinding calc).
Another try at compile fixing for jenkins
More AI behaviour
Cleanup of ai branch
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
subtracted TC loot change incase of hotfix
TC no longer drops any loot when destroyed (test)
More behaviour AI
Monument navmesh work.
More work on AI behaviour.
Only log "no building for tool cupboard" with developer >= 1
First try preventing animals walking through closed doors at monuments.
bullet hitting water / water bomb fx
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
Cleaned up some hiz culling shader portions for readability
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
Static refinery sounds shit for real this time
Scene 2 prefab (static oil refinery sound fix)
Potential culling fix #1
Added occludee show bounds to lodcomp for targetted debug (editor only)
Renamed culling.world to culling.env, unsaved for now
Fixed upkeep resource numbers being shown incorrectly when reconnecting