133,539 Commits over 4,262 Days - 1.31cph!
ScientistBoatOilrigManager: Fix collection was modified error.
Glow eyes repose - added new mesh for the glowing eyes
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
Allow wooden barricades in the deep sea
merge from spacestation_storepages
Updated space LR and space station store pages: added branding and updated media
M92 block out animations added and animator updated with speeds changed to 1
Boat building UI toggles its canvas when not visible
merge from event_canvases_fix
Fixed halloween and easter event canvases being enabled at all time
Adding viewmodel rig for new m92 refresh model
Fixed oil rig world space canvas never being culled (has been stomped at some point)
S2P both oil rigs
wallpaper.tool entity edited. uses r prop instead of r hand
Merge from finished_boat_hammer.
Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer.
Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
port PostOpaqueDepth to RRP, prerequisite for water
Fix 2 NREs with Indirect Instancing enabled
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global
* Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers)
* Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
Fix cell mesh sizes at each LOD
Fix palm tree trunk displacement
Fix wind attenuation issues with displacement causing jittering
merge from space_station_weapon_skin
Corrected material merge fuckery
merge from space_station_weapon_skin
merge from spacestation_storepages
Added space station building skin store media
Magnet crane can now sleep
Seems to take a couple of tries to actually settle once a player dismounts
Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled
The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
Merge from farm_plant_respawn_fix
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
Frankenstein monster 1&2 repose
Further fixes to make sleeping bags work with steam nicknams
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
▆▅▇▍▇: █▌▋▄ ▋▊▌▊▆_▉▋▍█▊▆
- ▌▆▉▉▊▍▍▅▊▊▋▋▄ ▊█▆▊▉▉ - ▅▉▉▋▍▅ ▊▋▊ ▉▍▉ █▆ ▆▌▄▊▋▇ ▇▉▊▅▇▍▌▌▄ ▋▇ ▅█▌▉▊▆█▉█▍▅▆▊▊▅▆█▋▌█▉▌▅▅
▉▌██▄: ▆▌▋▌, ▆▌▄▊▋▊▉ ▉▅▇▇▆▇
▋▌▊▋▌▊: █▆▍ ▇▌▄▄▋▌ ▅▉▌ ▊▌ ▊▍▇▆▉▆ ▄▉▇▌▇ █▊▊▅▆▋▌▇ ▉▌ ▆▅▌▊ ▋▇▊█ ▌ █▄▉▄
▊▋▉█▅: ▉▉▌▌, ▄▍▇█▇▉▊ ▇▋█▄▄▇
Fix new scientists having visible healthbar unlike old ones
Some minor changes from TF2 SDK
* net_graph lerp
* debug builds related change
* vgui buildmode fix
Update SSE math from TF2 SDK
* Just a preventative measure against improper usage of LoadAlignedSIMD
Some more TF2 SDK changes
* TextImage::GetText fix
* scaled physics and saverestore fix
* dynamic shadow poke-thru fix
Fix some crashy issues
Rework internals of Player.Kick and game.KickID
* They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end.
Fix an issue with CBasePlayer::Kick
add subtype to darts, revert attempt to change amount text component to RustText
Bespoke skinviewer lighting rig for the space LR-300
Added Space LR-300 store page media
Updated description
made wallpaper holdtype override controller and 3p wallpaper anims
merge from deepsea_island_shorewetness_fix
fix shore wetness on deep sea islands