199,420 Commits over 4,140 Days - 2.01cph!
merge from caves_lighting_fix
merge from flashlight tweaks
updated wall lights prefabs used in underground train tunnels
clamping fishing net textures
fixed animation type on type2 rope ladders
fixed wood paneling material in terminal after a merge broke it
Vending machines on a tugboat will send a positional update via their map marker roughly every 30s
Merge from media_projects/2023_06
Updated directory bundle tags
Removed old cine diversuit model
Fixed dismounting a mountable deployed on a tugboat moving the player into the drivers cabin
Solution: only let the parent vehicle override the dismount position if the player is dismounting from an actual declared mount point
Protobuf generation, fixes
Merge from tugboat/respawn (fixes sleeping bags on map not moving with boat when placed on a tugboat)
Merge from save239/voicemail
Fixed RPC argument not using EntityId when telling the client to play an answering message, preventing the dialling player from leaving a message
Moved voicemail audio system over to the IServerFileReceiver interface, regular cassette playback via recorder/boombox is unchanged
Fixed some errors when attempting to use an IO tool (wire.hose/pipe) on the tugboat
Don't allow storage adaptors to be placed on containers parented to another entity (prevents tugboat placement)
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
Cherry picked
83953 => Fixed bullet wound decals not showing on player skin
Fixed SSS materials (e.g. skin) not receiving decals or layer mask
divingsuit viewmodel tweaks, made arms a lot thinne and fixed holes
Clean ups
Reduce network size of m_iGModFlags to useful bits
Double particle precache limit
Network creation and map creation IDs of entities to client
Clean ups
Cleaned up the tugboat props and tugboat props_alt textures / removed some unnecessary details
Better UV mapping on the tugboat door frames
Tweaked sonar emissive to match the other control panel
Convert jobs to use NativeArray instead of List
Add InstancedMeshFilter to workbenches & window embrasures
Update prop_static key-values in Hammer to be shorter
(Visual Change)
Increase network version
Network Player:IsWorldClickingDisabled
Remove "Bonus Challenge" stuff
(Unused stuff that was networked)
Clean ups
GetDeploySpeed defaults to sv_defaultdeployspeed when no lua table
Remove networking limits for player score and deaths
Bump view model networking limitations
Merge Pull Requests
* Reduced net.Write/ReadEntity from 16 bits to 13 bits (Community Contribution)
* Editable Entity editing now uses net.WriteEntity, not a 32bit unsigned integer (Community Contribution)
Cargo ship environment volume layer fix
Added water physics trigger to cargo ship (reusing existing environment volume)
Added environment volume to sewer branch (water physics issues)
Display waves even on lowest ocean quality (gameplay advantage if we don't do this)
Added water.scaled_time convar (works similarly to UseScaledTime toggle on the old water)
Add water.scaled_time convar
Try to fix LODs disappearing when crossing barriers
Cherry picked
83928,
83939 => Fixed deferred decals darkening under certain weather/time conditions
More fixes to deferred decals indirect lighting
Disable LerpBetweenPointsBool batching toggle if entity is parented
Disable OnSkinRefreshStart / OnSkinRefreshEnd batching toggle if entity is parented
Skip stability check if entity has a parent (fixed doors on tugboat breaking due to lack of stability)
Fixed being unable to place doors on tugboat
Fixed a potential crash with particles
Actually allow deployment of autoturret on tugboat
AutoTurret is on when parent has engine on
AutoTurret cannot be connected by wire if it has a parent
Move PreProcess after the prefab gets set to 0,0,0 to allow normal localToWorld
Add `Transform.LocalPrefabToRoot()` extension method to calculate localToWorld regardless of prefab's world position
Remove hack of setting prefabs to 0,0,0 before we PreProcessed them when isolating problems
Ensure LODs are ordered when processing them