130,566 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                This may prevent the NRE from occuring!
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made dryfire more responsive
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Bunch more wip.
Quicker anim changes.
More responsive alert triggering.
Add cooldown timer before going  disabling alert when no players are in range.
Increase client side tick rate.
Fix not correctly disabling alert state after repositioning.
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel fixes for snapping between certain anims (more transitions were needed due to ADS being it's own state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Locks override gamemode's container building privilege rule
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding extra 3p anim for catch and adjusted blends
 
                
                
                
                
                
             
         
        
            
            
            
                
                Animation events will now replay states if the show ammo states are used
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Handle all of the bow arrow updates inside the animator instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an option in gamemodes to force storage containers to require building priv to be opened
Enabled for softcore for the common player containers dropping corpses
Convared under storagecontainer.gamemode_overrides_needsbuildingprivilegetouse
 
                
                
                
                
                
             
         
        
            
            
            
                
                trawler ship progress backup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added more console warnings with invalid sendprop types
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Update: merge NativeList.Expand and NativeList.ExpandAndClear
- Rewrote the Expand branching logic to be simpler
Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
 
                
                
                
                
                
             
         
        
            
            
            
                
                Greatly increase boomerang thrown speed and reduce curving time
 
                
                
                
                
                
             
         
        
            
            
            
                
                MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the indirect specular lighting on the skin when using the deferred indirect lighting pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ziggurat lighting prefab WIP
 
                
                
                
                
                
             
         
        
            
            
            
                
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                uiPlayerPreview forces and removes LOD components in line with toggling burstcloth objects through broadcast - stops player preview having BurstControllers disabled due to distance from the player camera
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add aimingHeld animator bool, populate, to help debug anim issues.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Add NativeList.ExpandAndClear
- also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                give sleeping player's BC setups a second to rest before pausing the simulation
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from bc_sleeper_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-tuned horse costume BC setup to be a bit let less noisy
 
                
                
                
                
                
             
         
        
            
            
            
                
                Blowpipe can now only be fired when fully ADS.
Added CanFireWhenNotADS and IsFullyADS to BaseProjectile.
Override them in BlowPipe.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update abyss name and adobe description
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simplify placement compute shader and reduce interlocked ops, restructure foliage instancing header to handle shadows and motion vectors, improve performance in foliage grid update by caching raycorners and reducing unneeded cbuffer updates.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated comfort sources on hazmat plushly and discord trophy
 
                
                
                
                
                
             
         
        
            
            
            
                
                jungle_terminal props - remade prefabs, fixed layers, LOD distances, texture import res
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed terminals casting a light when not in use.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed terminals casting a light when not in use.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Redid the large furnace lighting optimizations and flicker fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add more vine spawn points around the top of the tree
Adjust the vine visual length based on how far it has to reach, fixes vines being usable but not looking usable due to the vine not reaching far enough
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added debug.vineswingingreport convar, prints out info about the vines on the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't cancel the current looping gesture if the player attempts another legacy gesture (eg. dropping item)