130,554 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
 
                
                
                
                
                
             
         
        
            
            
            
                
                Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update
Seemed to affect lights that didn't use a CullingVolume
Also removed an allocation every time a player enters and exits the lights range
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
 
                
                
                
                
                
             
         
        
            
            
            
                
                BaseMountable compile fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar
Codegen
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                scientist_rhib_gameplay_pass_2 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can no longer insert items into the production slot of the chicken coop
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make the PT boat turret immortal for good measure
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add PlayerAnimation_premerge_oct2025 controller for reference
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Mark clothing fbx's as non r/w
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main
Stomped player animation controller changes (sorry)
 
                
                
                
                
                
             
         
        
            
            
            
                
                boat_ai_optimisations_2 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase interest intensity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix boken avoidance logic after our move to jobs
 
                
                
                
                
                
             
         
        
            
            
            
                
                boat_ai_optimisations -> naval_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▊▆▄▍▉ ▋▄▄▅▌▉▍▇▅▍▄▉, ▍▄▉▉▇▉▅▊ █▉▍▆█▉▌▌▊ ▇█▍▅▉▊▅▊▅▅, ▍▉▉▆▅▅▋▍ ▆▍▉▇▋▍ ▇▅▅▅▋▋▇▊▅▊ ▌▉▄█▇▇ ▇▌▅▇▆ ▄▌▇▌, ▅▋▊▉▍▅ ▄▋▄▋▇█▄, ▌█▌ ▆█▌▇▊▄▇▉ ▌▉▊▅▇▊ ▆▇▌ ▆▊▍▊▄▅▉ ▌▌▍▊▍▍▆ ▄▊█▍▊▍▍▆▄█▄▋▇
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                boat_ai_optimisations_2 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Light sleeping: 
- wake boats up occasionally to wander around
- wake, wander a bait then go back to sleep
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added sleepy system to boats
Boats will sleep when the lose all targets and have lost them for x seconds
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated bed with new model with better uvs, updated lods, gibs, prefab,  workshop file, skinnable asset -  still need  to do corpse prefab and test
 
                
                
                
                
                
             
         
        
            
            
            
                
                boat_ai_optimisations -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try to fix windows server console flickering
- only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines
- only redraw status text when we recieve status update
- switch from 20 fps -> 50 fps (via Task.Delay())
- remove input.Update() redrawing the input line every 0.5s
 
                
                
                
                
                
             
         
        
            
            
            
                
                When generating deep sea content, make sure it picks all prefab variants before randomising
Fixed active rhibs list not being cleared
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from main -> hotbar_food_eating
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed deep sea portal map marker position
Make sure it doesnt dupe itself
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from cannon_animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from copy_paste_boats -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `copyboat` command
- functions identical to 'copybuilding' but has a bit of special handling for boats
- add "GetRootParentEntity()" to BaseEntity to get the highest level parent
- fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                skinning knife and shovel entity updates (offsets to line up with pose)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added floating city 2 in the deep sea