160,692 Commits over 4,566 Days - 1.47cph!
merge from fix_packet_capture_rustrelay -> main
Fix packet capture writing packets sent to rust relay
- intended to only capture player-facing traffic
- can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
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Fix edge links which have identical distances flipping based on what was placed first
- make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on
Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Delete vpk_osx32
Linux build fixes
* Don't build datamodel for 64bit dedicated servers (unused)
* Fixed compile error on Linux64 introduced by recent StudioMDL changes
* Fixed Linux64 client trying to build for 32bit and failing
* Move Linux64 binaries into a subfolder to match x86-64
* Remove "64" suffix from Linux64 .so files
* More of the client builds
StudioMDL Linux build progress
* StudioMDL builds, runs and can build models on Linux (64bit)
* The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO)
Fixed a crash with Vehicle:SetWheelFriction
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue
Add some pool analyzer attributes
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Updated icon meta for garage door, box and charm (broke during merge i suppose)
Premium Warhead Box - Added WIP conditional meshes for adaptors
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Reset the flag when pooled, doesnt seem to cause issues but good practice
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merge from ugc_censor_option -> main
Set timeout for uploads of signs to 10s
Fixes from API changes
- max amount of uploads queued to 1k
- include server ip & port in JSON body instead of headers
- update endpoint
merge from batch_all_packets -> main
merge from batch_all_packets -> main
Match network to main (since it will be increased during staging wipe)
Enable jakes dynamic_occlusion_pausing by default again
Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
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Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
merge from main -> ugc_censor_option
merge from main -> batch_all_packets
Cut offset distance customisation.
Add a saw model prefab.
Bunch of fixes/improvements
Tiny polishy fixes to lamphouse light damage stages
Ensure rad water sprinklers turn on the right color initially
exported wip 3p uzi animations
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Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
More track/glow fixes/improvements
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Timing improvements.
Snappier action.
Fixed some render order issues.
Fixed some track issues.
merge from scrap king building skin
scrap king interior wall changed to rusty corrugated, updated the sitem description
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Added support for seagull group flying sounds and seagull disperse sounds
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights
They will still become dynamic when parented as usual, but now they can be static when not
DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Add a proper motion vector pass to the deploy guide