32,209 Commits over 4,018 Days - 0.33cph!
Reduced the deepUnderwater buoyancy raycast to 5m (performance, shouldn't need more)
Fixed some depth calculation and tag issues that were preventing sharks from being caught in the open ocean
Position the bobber preview 0.5m above the water for better visibility
Buoyancy returns correct water depth underneath water carving volumes
Fix updating buoyancy on client
Merge moonpool_buoyancy_fix->main
Fixed bobber not correctly checking for blockages when moving and sometimes moving through solid objects (particularly bad in moon pool)
Increased chance of finding rare fish with higher quality bait
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Stop window film water drops always playing when the player first mounts a sub
Adjust colliders to match Tom's updated pontoons
Only play windscreen water drops when moving
Added human skulls as a junk fishing option
Fish trap unsaved changes
Fish Trap can now catch anchovy, herring and sardine (requires more calories than minnows, but less than the trout)
Trout is now much rarer in fish trap
Extra checks for accessing torpedo container
Mark fishing rod as default blueprint (for testing, may change before wipe)
Cancel the fishing process if the player ends up too far away (as a passenger in a vehicle)
Fixed line of sight check happening every frame (should only be a couple of times a second)
Fixed MixerSnapshotManager constantly throwing NREs at the main menu due to no AmbienceManager instance
Fix client NRE when when swapping between fishing rod on belt bar
Potentially fixed fishing rod server nre
Cherry-pick submarine buoyancy fix, save215->Main
Merge from voiceprops/dlc
Added player.cinematic_gesture to allow actors to use the legacy gestures on cinematic servers (eg."player.cinematic_gesture pickup_item PLAYERNAME" or "player.cinematic_gesture pickup_item")
Will only work if server.cinematic is true
Move UpdateWaterDrinkingPoint to BasePlayer.LateClientCycle, it might be less likely to trigger rigidbody syncs here
Water.quality convar will only be read once every 10 seconds (quality will automatically change after 10 seconds to the final value if it was changed inside the 10 second window)
Fixed disconnect on dying when not inside any triggers. Sorry Staging players.
Show IO information on crafting UI (same as weapons)
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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Don't serialize lastDealtDamageTime
Merge from electrical_qol
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Merge getWaveData_fix -> Main
Fixed pump jack floating decals
Fixed Potatoes and berries plants flagging the player as hostile when hit
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Added additional requested custom map volume and trigger prefabs
fixed accidental fog change while troubleshooting
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
merge from misc_improvements
Better cancel support for internet streams