128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                More terrain sculpting and smoothing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added safezone and sentry
 
                
                
                
                
                
             
         
        
            
            
            
                
                Run scene2prefab (skip HLOD)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only show sleepingbag team labels if:
Sleeping bag and player are in building priv
Have a hammer out
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix a problem which would sometimes not display your favourite servers
Reduce the amount of search pruning: it was too severe:
We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to  having these values.
This was causing us to excessivly prune search results that didnt need to be pruned.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Never skip checking objects for references or we'll delete things we need
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove left over log in loading screen
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Disable flattening on a few more components
Remove duplicated DungeonGridLink in entrance_ferry_terminal
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked mannequin skinning to work better with poses
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Re-enable vine trees
added icelake
altered iceberg
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cabinet casts a cookie'd spotlight forward.
+ Related files.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added different triggers, NPCs, Static vendirng machines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_displacement_improvements
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Run scene2prefab (skip HLOD)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle references to any component instead of just transforms, just to be safe
Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening
Fix animators breaking after S2P flattening
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                Commit .meta files for floating walkways too
 
                
                
                
                
                
             
         
        
            
            
            
                
                Delete `private.0.meta` file that keeps popping up in plastic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create deep sea portal entity
- trigger size is networked so we have the option of doing the visual effects on client 
- entrances & exits are a single entity, change the enum to switch the behavior
 
                
                
                
                
                
             
         
        
            
            
            
                
                move vclouds under graphics settings and part of graphics presets, default convar on
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show name of prefab inside `FindPrefab` profiler scope
- inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add method to find next waypoint on path in c#, will not use detour crowd for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge query vis job runner NRE fix to main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE in query vis job runner.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from open_your_eyes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix issue where character eyes could remain closed.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier - removed bulbs from worldmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix mannequin placement collider too low
 
                
                
                
                
                
             
         
        
            
            
            
                
                Regenerate "ResetStaticFields" for DeepSeaManager
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked mannequin guidemesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ID fuckery causing overbright bulbs.
Made the hanging bulb wire less emissive.