128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Merge from airpatch_media
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial simple implementation of boat drift-to-shore when nobody is around
 
                
                
                
                
                
             
         
        
            
            
            
                
                More working files (6P atlases)
Separated temps from finals.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                █▍▆▉▆ ▉█▉▉▉▍▋.▄█▉▋▄▌▋▇▆▉ ▉▅▉█▍▅▊▍▌▄ ▋█▍▉▄ ▇▉▆▄ ▄▉ (▍▉▆▍█▉▋▄▌▅ ▌▅▍▇▅▄▌ ▉▇ ▌▉▊▍ ▍▉▉▍▊▊ ▇▉▇▅▄ ▊▊▆▉ ▉▊▍ ▍▄▌▍▇▍▆ ▍▇▊▊▊▆ ▍▆▊▆ █▌▉▅ ▇█▊█▍ ▍▋▉▋ ▆▄▋▍▊▊ ▄ ▄▅▉▋▊▇ ▊▌▊)
▌▄▇▄ ▄▅▊ ▄▋▉ ▉▆█▇▄█ █▉▇▉▍▆▆▊ ▉▅ ▆▇▌█▄▋▋▋▄▌ ▇▉▊▅█▊▅▄▄▌▊ ▋▉▆ ▆▋▆▇▋ ▊▋▋█ ▍▌▇ ▆▇█▌█▊▆ (▅▅▌ ▌▆▄▇▅ ▅▉▋▉█▋▉▅ ▇██▄█▅ ▊▄▋▇ ▅█▋▊ ▆▇▍█▇ ▅█▌▄▆█ ▉▉▅▊▇█▉▊)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix so it works when you are making straight connections with no points in between
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▆▅▅▄ ▉▇▉▊▊▅▆▄▅▇▋▆▍▇▅▄ ▊▌▉▍▅▅▆ ▆▅▍ ▌▇▄▇▌▌█▋▅▋ ▊▇▅▅▅█ ▅ ▍▊▅▊▉▉▍▉▇▉▆▌ ▇▄ ▆█▊▇ ▍▍▌█▌ ▌▅▅█ █▆▋ █▌▊▍ ▆▊ ▍▇▇ ▋▅▌▉ ▆▆▌▋▊▇▌█ ▋▅▉▇▉▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added tutorial bear prefab.
 
                
                
                
                
                
             
         
        
            
            
            
                
                PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.
 
                
                
                
                
                
             
         
        
            
            
            
                
                When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.
 
                
                
                
                
                
             
         
        
            
            
            
                
                homing missile launcher setup 
textures, materials and prefab
removed blockout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed building tier disappearing from radial menu when valid building skin is set
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added warnings for mismatched file id and mission not being assigned to manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a class description comment to ObjectWorkQueue
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated tooltip text for JunkPileWater.Queue
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated dev cam model. Moved to prefab for future adjustments
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Some rich text handling improvements when using chat.add, still has some issues
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed 6point particle shader rotation breaking lighting
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed rhib lod materials
adjusted LOD3 lod mat
 
                
                
                
                
                
             
         
        
            
            
            
                
                wall rack LOD issue fixed 
- turns out it was being triangulated badly so set manual traingulation of that particular polygon
issue was also persistent on a lower lod level, fixed that too.
 
                
                
                
                
                
             
         
        
            
            
            
                
                burst module weapons have slightly reduced time between shots and a bit less recoil overall
 
                
                
                
                
                
             
         
        
            
            
            
                
                display recovery probability and time left on wounded screen
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked sunglasses lens and lens_polarised albedos so that they are darker and more opaque
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes
Added oil_rig_trims_alt_spec texture
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server
Emoji's now download faster (was every 1.5s, now 1s)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make sure we definitely stop before world edge
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh
Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index
Rename `sliceIndexes` -> `renderSlices`
Rename `sliceLengths` -> `sliceCounts`
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server
Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor map shader so the bits related to getting the map pixel colors are in a shared include file
Add a new shader for things in the world which renders the map onto it
Updated clan table to show the actual map instead of something else
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reconvert building blocks for instanced rendering
Mark roofs & windows as "global networked" (again?)