161,584 Commits over 4,597 Days - 1.46cph!
LODs and collision meshes for Train Tunnels - Randomised Room A. Prefabbed up submeshes and setup. LOD3 bake. Rejigged folder organisation to be more room specific, for clarity.
merge from scientist_boat_overworld_passive_fix
merge from vclouds_kernel_not_set_error
merge from projectile_hide_world_invalids
merge from demoui2_nametags
merge from tri_frame_deployables_bounds
merge from mirroredstairs_gametip
merge from windmill_highlight_fix
merge from SoftCoreCorpseInfoPanel
merge from softcoremodal_update
merge from BluePrintPagesPrimitive
merge from door_setswingdynamic_nre_fix
merge from travellingvendor_wheel_nre_sound_fix
merge from boat_event_kill_fix
merge from scientist_boats_beach_targetting_fix
merge from scientist_boat_los_suppression_fix
Fix spotlight block range calcs
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Set better defaults for foliage shadow options
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Fixed boat scientists locking onto a hidden target for a longer period of time than necessary (correct branch this time)
Fix roaming boat groups sometimes not properly attacking players on the beach
Fixed boat scientists locking onto a hidden target for a longer period of time than necessary
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Fixed stolen PT boats getting removed when the roaming boat event ends, only boats that still have their crew get cleaned up now
Fix favorites and history not listing reliably in the server browser
- Favoriting a server saves IP:port straight away, then its favendpoint if the server reports one
- favorites.cfg saves each hostname's last resolved IP:port so queries generally succeed even if the DNS queries haven't finished yet
- Hostnames that fail DNS queries for 30+ days revert to IP:port so they don't log failures forever
- "No servers found" no longer shows over results while a refresh or a feeding list is still loading
Added in barricade pillbox into the scene as well
Nail gun position and rotation amended
Fixed TravellingVendorSounds.UpdateTireSounds NRE properly - caused by vehicle pooling
- VisualTick kept running after DoClientDestroy
Added in the Uzi into the scene
Fix TravellingVendorSounds.UpdateTireSounds NRE
- Real cause probably vehicle pooling
Uzi: stock always folded when holstered, unfolds on deploy
- new w_uzi deploy_stock anim with the stock unfold, hooked up in w_uzi controller
- 3p deploy_stock updated to match the viewmodel unfold
- Uzi.cs: holstered world model always shows the stock folded (visual only, still in rifle mode)
- updated 3p aniims to match correct bolt position, fix out of sync issues
Door.SetSwingDynamic NRE guards
merge from f1items_nre_fix
merge from gamepad_focus_nre
merge from get_networklodcell_fix
merge from pickupnotice_nre_fix
merge from LightHouse_Cratefix2