112,226 Commits over 3,928 Days - 1.19cph!
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Fix ping estimation tooltip not working on browser
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Fixed certain biome post sometimes overriding water post and darkening it too much.
Further tweaks to help the underwater torch work with the new attenuation.
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Enable ping estimation button by default (with convar) but keep ping estimation disabled by default
Rebuild server browser when ping estimation is turned on / off
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Merge from main -> ping_estimation_fallback
Add `runtime_profiling_persist` convar
- by default runtime_profiling will turn off after restart
- enable to save the convar across restarts
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Belt is now locked during surrendering or being handcuffed, to match other inventories.
Added an Equip Hood radial menu to apply the prisoner hood to a handcuffed player now that their belt can't be directly modified.
Changed default fallback smoothness values to 0.15
Added new spec/metal intensity (now working) and fallback (low shader LOD) params to blend4way and packedMaskBlend shaders
Minor placement check fix, sockets handle position tweaks
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
Hill cliff placement progress
NPC Vending order and vending machine cleanup
Refuse used list when grabbing random entries
Cleanup visuals class
Reformat targetting class
Road categories now available on networked worlds
Better placed server/client variable locations
storage warehouse material tweaks
Wallpaper reskinnable using the spraycan
Fixed material inspector errors when using packed mask blend shader
Added renderer batch component to binbag prefabs
adjusted spawn position for play mode to work
Jungle ruins initial scene setup for terrain, monument data and basic whitebox
merge from rotorwash_fixes
merge from HoveringBikeSpawns
Updated Legacy Wood Log Pile Materials
Added Correct Components to create Snow Variations of the Legacy Wood Log Pile
player update. repopulated playeranimation.controller with latest jog and crouch movemenat anims
merge from hazmat_youtooz_lod_fix
merge from SidecarCollision
merge from surrender_gesture_warning