128,749 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
                
                
                
                
             
         
        
            
            
            
                
                syncvar_crosssave_fix -> main
                
                
                
                
             
         
        
            
            
            
                
                Ensure Autosync sets the field value on the server as well as the client
                
                
                
                
             
         
        
            
            
            
                
                Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
                
                
                
                
             
         
        
            
            
            
                
                Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars)
https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
                
                
                        
                
                
             
         
        
            
            
            
                
                 Update manifest (prefab files)
                
                
                
                
             
         
        
        
            
            
            
                
                security barge lods, collision, bug fixes. new stair prefab added for barge
                
                
                
                
             
         
        
            
            
            
                
                hook into animator and animation events, use per-entity animation parameters
                
                
                
                
             
         
        
            
            
            
                
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                merge fix_copypaste_clear_turrets -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix turrets getting cleared when a base is copied using copypaste :(
- fix pooling error that didn't copy users when saving turrets
- remove old code that handled this by setting the list of users to null before returning data to the pool
                
                
                
                
             
         
        
            
            
            
                
                Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
                
                
                
                
             
         
        
            
            
            
                
                ▅▅▉ ▍▅▉▆▉▋▄▄▊▊▄ "▄▄▍▌▆▊ █▇▆▌█ ▊▇" ▊▅▊ ▇▌▍▅▋▆▇▆▄█▋▅▅▍▋▋ ▉▋ ▍▅██▉ █▊ ▌▍▋▉▉▅, ▊█▅▊▅▊ ▉▇▌▋▊▌▌ ▌▆▅ ▇▄▊ ▄▉▊▍▅▍▇▉ █▌▆ ▉▋█▆▅▋▍▇▊ ▄▄█▄█▋▉▊ ▊█▊ @▉▊▌ █▊▍█▄
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_admin_logging -> main
                
                
                
                
             
         
        
        
        
            
            
            
                
                More anchor wip.
Anchor now checks it can see the water.
Debug drawing.
Test save update.
                
                
                
                
             
         
        
            
            
            
                
                ▄█▇▊█ ▆▉▉▄ ▋▊▍▉_▍▌▇▇▅▅_▇▊▌▆▋▌ - ▋▅ ▌ ▉▋▅ ▆ ▉▄▊▍▇▅ ▍'▄ ▅▉▋▆ ▊█▉▊ ▇▇▋▋▅▆█ ▅▅% ▊▌ ▊▅ ▊▄▆▊▇█▉▇▍▄▆▅▅
                
                
                
                
             
         
        
            
            
            
                
                Fix log being restarted each time the server restarts instead of appending
                
                
                
                
             
         
        
            
            
            
                
                reapplying BowWeapon_cleanup
                
                
                
                
             
         
        
            
            
            
                
                reapplying hopper_corpse_harvest_fix
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain
- Added versioning to the occlusion cache file
This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time
Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
                
                
                
                
             
         
        
            
            
            
                
                Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well
This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain
Tests: used above to fly around and inspect the world
                
                
                
                
             
         
        
            
            
            
                
                Update how mission rewards are serialized to support having a choice of rewards
Update all mission assets with ported over rewards data
Update mission editor inspector for new rewards structure
                
                
                
                
             
         
        
            
            
            
                
                Manual impostors for curved palm variants.
                
                
                
                
             
         
        
            
            
            
                
                Fix logging all commands by normal users
- need to check both ServerUser and !ServerAdmin
                
                
                
                
             
         
        
            
            
            
                
                If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
                
                
                
                
             
         
        
            
            
            
                
                Updated charity plushie textures to reflect updated logo guidance.
updated icon for charity plushie 01
                
                
                
                
             
         
        
            
            
            
                
                merge from drone_storage_slot
- first pass for early testing
                
                
                
                
             
         
        
            
            
            
                
                Convared all the deep sea generation settings for debug purposes
Added commands to spawn cities and ghost ship on current player position
                
                
                
                
             
         
        
            
            
            
                
                Don't want NuGet either in this case - just take the ZLinq and remove everything else
                
                
                
                
             
         
        
            
            
            
                
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                Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
                
                
                
                
             
         
        
        
            
            
            
                
                Deep sea now spawns floating cities (the placeholder version)
                
                
                
                
             
         
        
            
            
            
                
                Anchor placement inprovements so it can be placed over water more easily. Added test point.
                
                
                
                
             
         
        
            
            
            
                
                reapplying train_disconnect_fix
                
                
                
                
             
         
        
            
            
            
                
                reapply tutorial_jungle_rock_fix
                
                
                
                
             
         
        
            
            
            
                
                reapply mixing_item_delete_fix
                
                
                
                
             
         
        
        
            
            
            
                
                reapplying improve_rug_pickup
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed pivots on farm barge structure