133,441 Commits over 4,293 Days - 1.30cph!
Cleaned up PropRenderer merge
Merge Main -> Hackweek-SkinViewer
Increase stacksizes of water electric components to normalize with increases when durability was removed
Water pump 1 -> 3
Water purifier 1 -> 3
Fluid switch 1 -> 5
Animated rig thing for making moving projectile FX.
merge from industrial_lights_material_fix
Updated F-15E Textures to Correct Scale
Added More detailed Engine Emissive for F-15E Stike Eagle
Ugly but PPS-compliant fix attempt for Water5 black / flickery screen when near water
Removed Duplicate F15E Mesh
Setup F15E Strike Eagle Flyby
Added Basic Emissive Engine Glow
merge from august_art_bugfixes - broken RHIB LODs
merge from sunburn-pack-fix (just the sun glasses mat)
merge from emoji_skin_tone_removal
Fixed cullAllChildren not always culling all children (anything I say here will only make things worse)
Tiny optimization in PrefabPreProcess when cullAllChildren is true (not what it sounds like)
Fixed --instanced-rendering not enabling instanced rendering
Modified edge-of-world check to work for all vehicles, not just boats
Help info for the new convars
set up f15 3d model in the f15 prefab
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Added F-15E Strike Eagle Model and Textures
Setup F-15E Materials and Basic Prefab
Set a sensible tutorial bear tether range.
Remove blocked navigation topologies from tutorial bear.
Tutorial bear ignores other animals.
Animals can now be range-tethered to their spawn point for roaming.
Set regular animal prefabs up to continue their previous behaviour.
Set a tether on tutorial bear.
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Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Improved drift-to-shore code
Fixed merge issue with unneeded using statement
Fix emoji not working if the players username has a '<' symbol in it
Merge from airpatch_media
Initial simple implementation of boat drift-to-shore when nobody is around
More working files (6P atlases)
Separated temps from finals.
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Fix so it works when you are making straight connections with no points in between
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Added tutorial bear prefab.
PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.