121,611 Commits over 4,048 Days - 1.25cph!
Fix blackjack table not removing server collider on client
Added warning if card game needs to be destroyed after load
Disable event halloween.cs
Merge from halloween2022/nuclear - part Halloween disable
Validate storage state when card game entities load. Also fix error in PrePlayerDismount on loading saves.
fixed hole in the ground near warehouse building
removed duplicate skylights on the warehouse roof
Fixed start/end pipe rotation issues
Fixed several pipe rendering issues
Support pitching the camera up/down on the RC drone
Fixed LateCamera trying (and failing) to report frame times while not in play mode
Add graphics.terrainalpharangeextension convar that extends the clip range of terrain cutouts, fixing ground being visible over spaces like Launch Site
Replaced warehouse FBX with the prefab in the scene
Warehouse
-Refined LODs vertex painting
-Added collider
-Updated prefab
-Rebaked LOD4 with more accurate albedo colors
Don't allow the chat UI to be open while debug camera is active
Prevent opening the chat UI if the player is dead/sleeping, or has a dialog open (should exclude poker UI already)
Automatically close the chat UI if those conditions fail
Update HLOD distances on large oil rig
Fixed a case where the HLOD mesh would fail to render
Improve how we pay out scrap after a server save/load, so that nothing gets lots (not even in-progress bets). This still isn't ideal since when we need to drop scrap, it falls through the train due to the items-fall-through-vehicles problem. I'll look for a better solution if there's time.
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result
If the caboose is destroyed, try to pay all scrap that's in as bets or in player storage out to the players, based on the amounts they've each put in. If for whatever reason this can't be done, drop it on the ground.
Allow changing the RC ID for drones
More audio fixes when flying the drone from the computer station
Freed up some shader keywords
Fix NativeArray.Resize from merge
merge from navmesh_stall_fix
Fix FPNativeList after merge
Merge from main -> global_networking
Changed WaitForSeconds() -> WaitForSecondsRealtime()
subtracting
75856 navmesh_stall_fix due to causing a navmesh stall during startup
Inverted culling volume test to deal with the paper thin caboose wall light bleed WIP.
Fixed NeonSign material being blank.
Optimized NeonSign texture sizes.
Tweaked Caboose Graffiti to be cutout rendered instead of faded (necessary for lighting purposes)