35,679 Commits over 4,324 Days - 0.34cph!
merge from painting_line_tool
merge from painting_line_tool -> main
Remove kicked toast debug log
Fix crash with paddling pool unloading.
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour.
Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
cargo_crate_layering_fix -> main
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
merge from naval_update/io_boats/privilege
labs_crate_player_input -> main
boat_hand_animation_fix -> main
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
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merge from ddraw_sceneview
Merge: from fix_sortdeferred_race
- Bugfix for sorting of hits potentially running in a race with previously scheduled jobs
Tests: unit tests
merge from dragbyangle_improvements
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Add missing SetApplicationId call for Discord integration
Merge: from spectate_stay_after_dc
- Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation
Tests: spectated a player that disconnected - was able to look around.
added ddraw to playerboat.lookatdragbyangle command
merge from collider_cleanup_feb_26
server_browser_obfuscation_fix -> main
merge from junkpile_water_clip_fix
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Merge from baked_mesh_optim
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playerboat_deployable_snapping -> main
Revert to version of NMS scene from
140572 (with broken rock references)
Reapply no respawn zone
Fixes NMS not spawning
Prefix the frame count in all midi debug messages
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame
May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
Fix save corruption issue
merge from indirect_instancing
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merge from ambient_light_fix
menu2_play_warmup_fix -> main
syncvar_traincoupling_fix_2 -> main
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Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.