196,808 Commits over 4,110 Days - 2.00cph!
merge from adobe_floor_split
Adobe wood beams conditional models, hidden when wallpaper is applied
pooling_test_command -> main
Wrap whole thing in client block instead
pooling_test_command -> main
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
adobe floor models split for ceiling wpp
renamed some wallpapers, fixed incorrect icon references, tweaked mask on floorpaper
Ensure vine renderer is not null
merge from wallpaper/floor
Can put wallpaper outside on triangle foundation too
merge from wallpaper/floor
Wallpaper tool stack size and category, craft one at a time
When creativemode.freeplacement is active, outside wallpaper isnt removed
Can put wallpaper on foundation outside
Removed ConVar logs when changing DLSS settings
Remove turntables from Wallpaper Starter Pack view
Floor and Ceiling pack page setup
removed some jungle procedural components from empty procedural map
Cherry pick from
121916 (add spinning wheel to scene, setup)
Assign icon in cocoknight.head.skin to fix error when trying to generate data
Make SteamInventoryGen.CollectFromSkins null icon error clickable so you can click to jump to the relevant skin file
merge from Placeholder_UIsounds
merge from Missing_Physimpact_sounds
merge from adminui_fireworkpattern_fix
Add spinning wheel to render scene, setup.
vine_swing_dismount_fix -> main
Fix vine visual stopping moving when a player dismounts mid air.
Finished flag to ensure we have completed our swing
merge from wallpaper/floor
Various clipping fixes across different skins
Remove vines the second a tree gets killed, rather than keeping them hanging around for a few seconds
Attempted fix for vines sometimes staying around (rendering) when the tree is killed
Force leaving queue and disabling the renderer when entering/leaving the queue
merge from wallpaper/floor
On deploy, switch to the entity we're looking at
simple_snow_usage -> main
New Behaviour:
If we are nearly there then bring us to perfect temp, if we are freezing then bring us up to a moderate temperature
Less effective in temperate and desert biomes (not that you'd really need it)
Slightly increased happy range