126,617 Commits over 4,109 Days - 1.28cph!
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Potential fix for pistol vm slide states snapping to the wrong state for several frames if player has some latency
Reworked inverse mode into a new conveyor mode option:
Or: Current behaviour, transfers start if any item filters pass
And: Transfers start once all item filters pass
Not: Only items not in the filter are transferred
Tighten up AudioImportAnalyzer thresholds for ogg/streaming/etc
Update AudioClip import settings using new AudioImportAnalyzer settings
music import setting tweaks
Cancel any ongoing minimum transfers when a conveyor is turned off (eg. a conveyor is halfway through moving a stack of 50 wood and is turned off, when the conveyor turns back on again it will not resume transferring wood until it has 50 available)
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Fixed being able to start the electric furnace with less than 3 power
Fix parsing errors on some inputs on the conveyor filter screen
Attack heli video feed post-processing
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Fixed unable to place conveyor on twig and armoured ceilings/floors
subtracting
78500 canvas_disabled_2 to main
Damage flames & smoke get fanned and increase in volume & intensity with movement.
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Further spawn-over-distance polish
Bring over some of the improvements from the mount objective into the kill objective
Optimized & polished the ground blast effect.
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
Add a new mission objective script to mount a type of entity
Added detail layer blend type drawer w/ channel flags (testing)
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Write and read normal along with depth
Refactor objectives to use uint identifiers instead of strings so tracking them doesn't require allocations
Update AcquireItem and Harvest objectives to use ItemDefinition references instead of copy pasted item short names
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Round to nearest int not lowest int, for smoother placement
less confusing calculation function
only show rotation UI for items with config
Fixed several errors during demo playback