140,654 Commits over 4,352 Days - 1.35cph!

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Fix craggy Revert terrainHeights native array change Init HeightTexture with mipcount 0 Adjust terrain cell border check
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merge from main/waterwheel_deployable/waterwheel_sounds
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merge from main/waterwheel_deployable
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water wheel sound implementation polish add water movement loop and wheel movement accents
Today
Merge from child_dynamic_lods
Today
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
Today
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merge from main
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merge from render_pipeline_testing
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fix error spam and water going invisible from water body mesh being null
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Remove unintentional change that breaks Linux/macOs builds
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Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
Today
Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click)
Today
Added swimming sound events
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Added locomotion footstep sound events
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merge from main -> deep_sea_sleeping_bag
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Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
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Bunny ears and onesie show in conveyor filters
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Scale down waterwheel 80% to fit in 1x1
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merge from main
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Remove mounted check
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fix scale not working on prefab deploy guides
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wip
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don't overly downsample shadow map for vfog
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merge from world_serialization_high_compression
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Fixed flickering being broken.
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merge from Armored_ladder_hatch
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fix name collision in maintaining backwards compat
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Fix deep sea icon not assigned to sleeping bag button prefab
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B, C, D and E consistency pass.
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Scene backup
Today
Hooked up fishing anims in main player animator
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More fluors.
Today
Bowless Crossbow - first viewmodel iteration
Today
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
Today
setting up salvaged hammer refresh viewmodel prefabs/animations
Today
merge rust_relay_server -> main
Today
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
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merge main -> rust_relay_server
Today
Merge from improved_network_groups
Today
Add additional logging for websocket connection