141,486 Commits over 4,383 Days - 1.35cph!
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fixed missing texture on tier 2 workbench
Add a workbench vitals prefab with the new setup, replace existing ones with it.
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
Ton of general workbench client/server compile fixes
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Merge from chainsaw_hotspot_gathering
Fix server log when throwing items at trees and ore nodes
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Add a convar to gate the icon display behaviour.
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Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
stripped back workbench 2, added new corpse
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
workbench tier 1 corpse update
WIP show icons of equipped upgrades in workbench vital panel
Bugfix: protect network group networkables access since it's lazy initted now
Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Merge: from main
Will need to subtract some stuffs
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened
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