116,221 Commits over 3,987 Days - 1.21cph!
Fixed metal box prop in the NMS chaging size when switching LODs
Attempt at fixing the ocean visuals disappering when exiting the NMS
Convert some building prefabs & mats
Fix prefab converter, add option for some building prefabs
Added some padding to the SC skin steps collider to prevent stuck between steps and ramp blocks
More lenient placement checks for large water catcher
Adding gibs for pickup_truck_c
Updated the shreddable pickup truck prefab
merge from industrial_durability_transfer_fix
fixed gaps in oilrig interiors meshes
merge from cinematic_list_fix
merge from patrolheli_water_fixes
Force universal binary on mac
Fixed broken items in output containers preventing non-broken versions of the same item being transferred to that container
Remove rich text from chat input box
Can now navigat teh emoji autocompelte with the up and down arrows, pressing enter will fill in the currently highlighted emoji
Various code review cleanup and comments
Various Patrol helicopter water fixes:
-will no longer dive underwater
-will no longer target players that are more than 3m underwater in the ocean (see oceanDepthTargetCutoff on PatrolHelicopterAI)
-rotor wash particles will now appear at ocean level when flying over water rather than on the seabed
Community OverlayNonScaled and UnderNonScaled roots will now scale with resolution, but not client UI scale setting
This means it should be consistently sized across resolutions and displays regardless of UI scale setting
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Test setup on shotgun ammo
Fixed cinematic_list convar not working (missing PlayerModelCinematicList component)
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allow melee into the splash dmg fix colliders
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Fix ferry getting stuck while departing the ferry terminal (and then warping to the next zone)
Fix ferry SphereCast returning incorrect values when it hit something
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Fix turrets not spawning correctly on nexus ferry
Update CraggyIsland_Nexus to have a ferry terminal
Hide the marker list while in the nexus map
Update global_networked_bases/2021
Cherry pick
84602 (BeginWrite called twice)
ComputeBuffer.BeginWrite will call warning if it is called twice before EndWrite is called
getting rid of shadow proxies on objects where it didn't suit with the flashlight