106,420 Commits over 3,806 Days - 1.17cph!
Integrated the spotlight in front of the building into the pavement
Lighting prefab updated
Adding the new cobalt posters
merge from PhysicsLayerRevamp
Merge from media_projects/ferryterminal_media
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it)
Fixed drinking dialog weirdness
Fixed AddToWater only adding 1/4 of the ocean to the water map
Added normal to WaterSystem.Trace (currently always returns Vector3.up)
Fixed a whole lot of not-editor-only stuff that needed to be editor-only
weaponrack_tall deploy/socket tweaks
Put #if EDITOR around SimpleBonesRightClick, same as the main SimpleBones class has (who is writing these plugins?)
Removed the custom assembly that the Rokoko plugin was using. This was causing Unity to treat the contents of the Editor folder as not Editor-only content.
#if CLIENT flags around ViewModelRendererUpdate code
Updated deploy/sockets for weaponrack_wide
Updated placement guide mesh for weaponrack_wide
HLOD update
Basic dressing for office floor of terminal building (inaccessible)
Remove duplicated drop mag event
Fixed hide events not specifying full transform path
Added new meshes to LOD group
Fixed incorrect effect folder path
Merge from media_projects/ferryterminal_media
Fixed a mesh light on the tugboat not marked as dynamic
Tuboat doors, 2 on top, one below
Revert
82449, CheckSleepState
Disable ragdoll collision with Vehicle Detailed layer - for now
Merge from ferry_terminal
Merge from PhysicsLayerRevamp
Some IsDynamic fixes and LOD improvements.
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
Merge from diversuit/burstcloth
Fixed scrap heli prefab, which got corrupted in the recent merge
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%)
Refactor calculation order in FP.BurstCloth to help things propagate better
Tweak starting bone positions and apply length constraints to diver pickaxe VM
Can still interpolate if there's a parent but it's not a moving one
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
LODs for all 3 wall mounted weapon racks
updated deployable prefabs accordingly
Ghetto fix for doors reseting to default position when they send a network update when opened
added 3rd wall mounted weapon rack
reduced texture sizes of all 3 texture sets
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.