130,442 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Cherrypick from CS 
118901 (manifest don't generate loot tables)
                
                
                
                
             
         
        
            
            
            
                
                merge from outbreak_scientist -> jungle_update
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_tree_tool_init -> main
                
                
                
                
             
         
        
            
            
            
                
                Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
                
                
                
                
             
         
        
            
            
            
                
                Fixed trees not respawning
Added debug.respawnvinetreesinradius
                
                
                
                
             
         
        
            
            
            
                
                Fix vine viewmodels appearing for all players in network range when someone swings on a vine
                
                
                
                
             
         
        
            
            
            
                
                Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
                
                
                
                
             
         
        
            
            
            
                
                Kapok tree stump polish / improved ao on kapok trees
                
                
                
                
             
         
        
            
            
            
                
                Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.
                
                
                
                
             
         
        
            
            
            
                
                Kapok tree / fixed vertex color
                
                
                
                
             
         
        
            
            
            
                
                Updated swinging vine view model with more geometry
Added leaf flutter to the vine
                
                
                
                
             
         
        
            
            
            
                
                Remove some unused variables
                
                
                
                
             
         
        
            
            
            
                
                Actually make the debug text visible
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_manifest_generate_loot -> main
                
                
                
                
             
         
        
            
            
            
                
                Actually remove cl_showpluginmessages
                
                
                
                
             
         
        
            
            
            
                
                Fix metal detector sources not spawning in the jungle
                
                
                
                
             
         
        
            
            
            
                
                damageScale, distanceScale and projectileScale set to 1.
Adjusted dart velocities.
                
                
                
                
             
         
        
            
            
            
                
                Lerp the slack instead: way nicer result
                
                
                
                
             
         
        
            
            
            
                
                Nuke the length calculation from the Protobuf as well
                
                
                
                
             
         
        
            
            
            
                
                Merge from protobuf_fixes (exception trobleshooting)
                
                
                
                
             
         
        
            
            
            
                
                Log the full exception in WorldSerialization.Save+Load
                
                
                
                
             
         
        
            
            
            
                
                Ensure all assets are written to disk after `Update Loot Tables` is ran
                
                
                
                
             
         
        
            
            
            
                
                - Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
                
                
                
                
             
         
        
            
            
            
                
                Prevent generating manifest from generating new loot tables
- only runs manually via `Tools/Update Loot Tables`
                
                
                
                
             
         
        
        
        
            
            
            
                
                Hookup anim in holdtype so third person fire anim triggers
                
                
                
                
             
         
        
            
            
            
                
                Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
                
                
                
                
             
         
        
            
            
            
                
                Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
                
                
                
                
             
         
        
        
            
            
            
                
                Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
                
                
                
                
             
         
        
            
            
            
                
                Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
                
                
                
                
             
         
        
        
            
            
            
                
                Fix regression with Creator tool
Fix scanners creating console warnings on spawnmenu spawn
resource.AddFile does not add .jpg for .mdl files
Fixed crashes when SubRect materials is used on a brush
Dedicated server workshop improvements
* Cache addon list on success
* On failure to connect to Steam, try to load addons from cache (this is kinda hacky)
* Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently.
Mention that sv_no_ain_files should be set before map load
Handle missing cache file a bit better
Remove cl_showpluginmessages
                
                
                
                
             
         
        
            
            
            
                
                Jungle ground plants building displacement
                
                
                
                
             
         
        
            
            
            
                
                merge from tunacanlamp_preventbuilding_fix
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from protobuf_fixes
                
                
                
                
             
         
        
            
            
            
                
                Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large
Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
                
                
                
                
             
         
        
            
            
            
                
                Fix RPC error in SetInheritedVelocity
                
                
                
                
             
         
        
            
            
            
                
                viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up, meshes, WM and icon updates
                
                
                
                
             
         
        
            
            
            
                
                Missed a commit - darkened piper nigrum albedo layer slightly.
                
                
                
                
             
         
        
            
            
            
                
                Tapered corner pieces of piper nigrum. Added final translucency.
                
                
                
                
             
         
        
            
            
            
                
                Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from ioentity_slacklevels_pooling
- Fixes IO entity spilling List<float> on save
Tests: build a couple water tanks and checked pool.print_memory
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: use pooled List<float> during IOEntity's slacklevels saving
Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure.
Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
                
                
                
                
             
         
        
            
            
            
                
                Updated Conditional Meshes