106,515 Commits over 3,836 Days - 1.16cph!
Don't create pegs in take-only mode.
Items can now be flagged as not removable.
Don't show UI options for invalid actions in take-only mode.
Better (temp) spawn randomization.
Cleanup and spawned loot items that don't fit.
Some fixes/refactor, general wip.
merge from building_skins_3
Add a convar to hide the nexus tab on the server browser
Prefabs being migrated to new format in a separate commit
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components
Refactor existing code to work the new component data layout
Store server protocol in the nexus so the client doesn't need to guess it when connecting/transferring
Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks
Start converting ConstructionPlaceholder over instead
Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
cherrypicking
84527 (client only)
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Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
merge from deep_sea_hotfixes
disabled shadow proxies on static cars
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Changed Tugboat physic colliders from metal to wood where appropriate
Added additional collider to fix tugboat collision bug
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Large/med/small surface prefabs.
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Cherry picked
84502 => Fixed bug in shadows w/ alpha cutout
Added support for the lights in the tugboat smoke stack at heavy damage levels
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it
S2P
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
Convert a bunch of deployables
Convert landmine to rendererlod
Fixed bug in shadows w/ alpha cutout
Support importing MeshLOD into InstancedMeshFilter
Fix getting player auth token after steamworks SDK upgrade
Fix embrasure instanced rendering missing. add instanced rendering to large box
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
Update global_networked_bases/2021
Disable work shop skin applying since MeshRenderers are removed