137,877 Commits over 4,324 Days - 1.33cph!
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Merge: from remove_old_occlusion_group_logic
- Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out
Tests: ran unit tests
Clean: remove old occlusion group code
- removed -enable-new-server-occlusion-groups command line
- cleaned tests
Tests: ran occlusion group unit tests, all 144 pass
Updating burst cloth for Dracula cape
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Merge from wildlifecull_wolf_fix
Add Wolf2 to eligible animals for Wildlife Cull mission
Merge: from delete_obsolete_pool_api
Tests: compiler simulator in editor
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to
- replaced internal usages
* Pool.GetList<T> -> use Pool.Get<List<T>> instead
* Pool.FreeList<T> -> Pool.FreeUnmanaged
* Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true)
* Pool.ClearList<T> -> write your own
* Pool.FreeMemoryStream -> Pool.FreeUnmanaged
Tests: compile simulator in editor
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Adding door mats meshes and textures and light fixtures blockouts
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Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
merge from dobuild_optims
Boxes DLC - improved ammo box icon, removed lid transparency
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Show the correct rotate icon, not power icon, for the Rotate sail option.
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Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
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Large Wooden Box Skins - updated icons to match community skins
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Removed the prefab lookup in SleepingBag::CanBuildBed
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
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Fix for rotated sails on edges sometimes getting destroyed when something is picked up.
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
Assign BBS OwnerID correctly when placed via steering wheel deploy & edit.
Assign OwnerID to PlayerBoat when created.
Did my // TODO "but not on patchday" comment: removal of accidental, unnecessary and unrelated SendRespawnOptions on BBS
set component boxes to hidden on f1
created component box pack sitem, temp icon, created and set up skinnable sitems for each component box, hooked up, rebuilt mannifest
Clear busy flag when loading BBS
Fixed string lights slack not hanging using world pos
merge from naval_update/io_boats
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
merged from buoyancy_sleeping_brick_fix
set m15 entity to use r prop, zero'ed weapon root and set holster position
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renamed component_storage_boxes folder
Meds Box - updated gibs and corpse mesh
comps box updated textures and icon
merge from divesite_spawn_optim