115,600 Commits over 3,959 Days - 1.22cph!
Merge from airpatch_media
Fixed colliders not matching new art
Adjusted heli driver and gunner eye positions + view angles
Fixed first person camera changing height incorrectly if player is in water while a parachute is equipped
Attack Heli gunner can now fire rockets too.
Cosshair can now source a different sprite via NeedsCrosshair or NeedsCrosshairWhenMounted.
Merge from airpatch_media
Added an animation event forwarder and bucket drop events on quarry track animation
Merge from global_networked_bases
Added maxpacketsize_globaltrees and maxpacketsize_globalentities convars so we can test larger chunk sizes
Renamed GlobalNetworkHandler.MaxPerPacket to maxEntitiesPerPacket and made it const
Comment fix
== vs >=
Fixed profiler sample mismatch in SendEntityDelete
Added some additional NRE checks server-side.
Merge from global_networked_bases -> aux2
Missing whitespace at end of .meta?
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component
Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
Merge from global_networked_bases -> aux2
Clear, don't new array.
Moved an array to client only.
Changed a hashset to a list.
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Refactor gridcell slot lookup referencing.
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Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
updated textures and materials
Merge from elevator_io_display_fix
merge from transparent_footstep_fix
Merge from building_skin_tier_fix
Merge from sewer_branch_water_fix
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S2P mining quarry monuments