197,744 Commits over 4,140 Days - 1.99cph!
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Fixed Player.GetEyeTraceNoCursor caching & switched Player.GetEyeTrace(NoCursor) to use FrameNumber() over CutTime() (Community)
TTT: Fixed GetEyeTrace override (Community)
TTT: Removed unnecessary GetWeapons and HasWeapon overrides (Community)
[D11] Updated the Water material
[D11] [UI] Adjusted loading icon size when loading "Extras".
[D11] T2340 - Check Ethnicity compared to Steam - Adjusted skin tone values.
[D11] [UI] Removed report reasons related to teams and non-localised keys.
[D11] + Fix to incorrect FBX sizes on outbuilding_1st_15x9
[D11] + Fix to missing power_generator_a
[D11] Submit bandit camp scene.
[D11] Bandit Camp Scene to Prefab update.
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
[d11] Cloths performance iteration
[d11] Cloths - more improvements
[d11] Multimesh fix and re-enabled
[D11] [UI] Fixed bandit camp shop names not translating correctly.
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Cheating a little with colliders to give us more ground clearance
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Farming menu background video
Increase water tank input/output rate
Merge from Main -> Vehicles, get the latest fluid I/O code
Wheel icons for cloning prompts
Wire tool now ignores prevent building volume on modular cars. New IgnoreWireCheck tag.
Cherry picked
46661 from main: fixed missing references for skin
Bench 32bpc backbuffer (breaks playerpreview alpha; just testing)
+Changes to fix the underwater view
[D11] - Updated Colour grading
ENT:TestCollision now reacts to "true" return value - allows the entity to collide as it normally would
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updating vehicle source files
adding waterbucket fix sources