13,302 Commits over 2,407 Days - 0.23cph!
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Apply the same changes to all 4 tropical islands, expecting similar savings
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed
293k tris -> 17k
8.53mb -> 496kb on disk
Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
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Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Merge from sunken_and_combat_knife_orientation_fix
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Merge from increased_deepsea_render
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea
Applied to sails
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
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Merge from main
Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
Merge from fix_guid_null_primitive
Merge from fix_paste_mountable
Merge from heli_fixcars_changes_2
Include any SkeletonProperties referenced models as well
Scan the project for animations we need on the server every build
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
Ballista right hand IK now reflects rotation
Updated right hand IK target on static and mobile ballista
Remove the ShieldHeldEntityOffset component from the python
Add ShieldHeldEntityOffset to HCR
Include magnet crane and door animations in server build
Merge from fix_console_log_startup
Merge from parachute_hotbar
Merge from growable_menu_changes
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Preserve the RMB behaviour when cloning plants
Player model equip tool no longer requires a PlayerModel, will work on any hierarchy with a l_prop, r_prop, l_hand and r_hand
Continue to apply boat based sway while firing
Merge from fix_steam_nickname_bag
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Merge from ghostship_phys_improvements
Merge from drone_deploy_guide_fix
Merge from fallback_fishing_spawn
Added additional fallback positions to both harbors using a new SpawnPointFallback tag
These will only be used if no procedural spawn points and no fishing village spawn points could be found
Make it private so it works better with domain reload