138,074 Commits over 4,324 Days - 1.33cph!

Yesterday
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
Yesterday
Updating burst cloth for Dracula cape
Yesterday
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Yesterday
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
Yesterday
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Yesterday
Merge from wildlifecull_wolf_fix
Yesterday
Add Wolf2 to eligible animals for Wildlife Cull mission
Yesterday
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
Yesterday
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
Yesterday
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Yesterday
Kitchen kit updates
Yesterday
merge from main
Yesterday
Adding door mats meshes and textures and light fixtures blockouts
Yesterday
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Yesterday
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Yesterday
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
Yesterday
merge from dobuild_optims
Yesterday
Boxes DLC - improved ammo box icon, removed lid transparency
Yesterday
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Yesterday
Show the correct rotate icon, not power icon, for the Rotate sail option.
Yesterday
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Yesterday
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
Yesterday
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Yesterday
Large Wooden Box Skins - updated icons to match community skins
Yesterday
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Yesterday
Removed the prefab lookup in SleepingBag::CanBuildBed
Yesterday
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Yesterday
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Yesterday
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
Yesterday
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Yesterday
Fix for rotated sails on edges sometimes getting destroyed when something is picked up.
Yesterday
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
Yesterday
Assign BBS OwnerID correctly when placed via steering wheel deploy & edit. Assign OwnerID to PlayerBoat when created. Did my // TODO "but not on patchday" comment: removal of accidental, unnecessary and unrelated SendRespawnOptions on BBS
Yesterday
set component boxes to hidden on f1
Yesterday
created component box pack sitem, temp icon, created and set up skinnable sitems for each component box, hooked up, rebuilt mannifest
Yesterday
Clear busy flag when loading BBS
Yesterday
Fixed string lights slack not hanging using world pos
Yesterday
merge from naval_update/io_boats
Yesterday
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
Yesterday
merged from buoyancy_sleeping_brick_fix
Yesterday
set m15 entity to use r prop, zero'ed weapon root and set holster position
Yesterday
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Yesterday
renamed component_storage_boxes folder
Yesterday
created pack sitem
Yesterday
Meds Box - updated gibs and corpse mesh
Yesterday
comps box updated textures and icon
Yesterday
merge from divesite_spawn_optim
Yesterday
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
Yesterday
merge from divesite_spawn_optim
Yesterday
merge from indirect_instancing