111,294 Commits over 3,928 Days - 1.18cph!
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
cherrypicking Entity_Query_Improvments/dangling_profilesample_fix
fixed dangling profiler sample that would stack with following sample regions
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merge from DuplicateGUIDFix
merge from SBToolCupboard
merge from travelling_vendor_restock_change
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Fix RpcTarget.PlayerAndSpectators NRE if the player is invalid
Fixes nexus transfers erroring out when removing players from their team
Minor edit - unassigned launch_site from MonumentIsland's PlaceMonument script, since having a monument assigned causes Unity to load it when the GameObject is clicked on (and Launch Site is huge).
Fixed motorbike speedometer not working when reversing
Merge main -> TrainDecouplingImprovements
Flame explosive orientation tweak for code review.
Various post playtest fixes.
Fixed fire mode switch sound being replicated
Rocket type visual consistency & napalm effect.
Change the in game news to use FP.Flexbox - should fix all the random layout issues we get
Also adds better ultrawide support by not letting it stretch across your entire screen
Show the server time,HH:MM format
Working alarms, let power pass through when ringing
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
Combine `isFlushing` and `invalid` bools into single `disposed` bool
Add `UsePooling` convar that allows you to turn pooling on and off for bulk uploaders
- default to false to help debug why multiple types of events are uploaded to the same file
Include serverid in uploaded path so we can see which server is sending errors inside ingest failures
Exploring the parenting of bikes to the back of scrappy to see if its even feasable
Added jungle door, window bar blockouts. More wall kit work.
Bear ragdoll prefab update, changed various colliders and character joint angles.
player update. editing rocket launcher anims to match viewmodel
Reduce navmesh draw allocs again
updates to player animation controller (walk e & w hooked up wrong, timing speed set back to 1)
sar set to use rifle locomotion anims
spine settings for some entities
Further optimize navmesh drawing
Reset stock back to 10
Removed excess logs
Attempted travelling vendor 'Advance Path NRE' patch
added BaseEntity query that properly checks radius against the entity obbs
- existing uses replaced with GetInSphereFast version that don't do the finer check
Optimize navmesh debug view
player update. added y transform offset to swim N anim to match the height of the treadwater anims
populated playerAnimation.controller with latest 3p anims
merge from swap_keycard_fix
Complete client navmesh drawing
Make it possible for admins to see the navmesh
divesite container update
Integrated unique environments into World Setup stack
Adjusted min altitude for inland place cliff components to -100m