195,433 Commits over 4,110 Days - 1.98cph!
instant_camera_ui_fix -> main
Use on flags changed instead
Merge from foliage_instancing
Set placement population as structured buffer
set seaweed meshes to readwrite
Silencer added to elite create loot tables
Merge from trying_stuff_out
Adding missing sync component to torch's, knife and frontier hatchet for vmcameras
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Fix graphics buffer target flag for population compute, fix possible RNG issue, remove redundant texture samples in placement compute
Merge from flash_light_fix
Turn off flasher light component by default, might fix it sometimes enabling when placed incorrectly
Fixed flasher light rendering at all distances (now capped to 15m)
Also made a few optimisations to the FlasherLight component, should no longer cause GC when flashing
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Possibly fixed some inconsistent behaviour with the vine tree building blocked visualisation
Merge from fix_protobuf_field_0 (fix for loading older saves)
Remove runtime error when encountering field ID 0 for now because we missed staging wipe
Rename menu item so it's clear that Rust+ needs it for item icons
Disable lights on rechargable batteries when > 15m away
Better grid filtering system, custom inspectors
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Merge from teslacoilfix (distance culling inconsistencies)
LOD changes to TeslaCoil FX.
Merge from fix_protobuf_field_0
Protos codegen after merge
Update to Discord SDK 1.2.8730
Set up calls to SetShowingChat so Discord desktop notifications don't show when you're seeing the messages in game already
Item grid refactoring, started store featured tab
Fix is producing logic issue on beehives
merge from party_system -> aux
bee_bomb_distance_changes -> main
bee boulder now matches the speed and distance of other catapult projectiles
merge from main -> party_system
Ensure set flash is set to appropriate light state on deploy
Ensure correct flash fx is played