126,678 Commits over 4,109 Days - 1.28cph!
Chassis spawn is more reliable, physics don't go crazy. Moved vehicle lift trigger components so that they raise and lower with the lift.
Fixed tuba glow model not assigned correctly
Fixed cowbell and tambourine LODs on world models
Block note input while in UI (inventory/Crafting/etc)
Switch third person camera to a sphere cast to prevent clipping
Switch drum kit, xylophone and piano to use burlap sack as world models
Rename Flute to "Pan Flute"
Scene prep.
Removed some deprecated decal scripts from prefabs.
Converted merged materials from rust/std to their respective hdrp/custom/lit counterparts
Require SteamID + secret token for auth
Change SteamID fields to uint64
[D11] Set up some prefabs that weren't set up
[D11] Issue 2882 fix again, checked mesh collider to prevent player falling through sewer_bigroom_b
[D11] Remove tutorial objects from the prefab pool
Prefabbed radtown lighting/volumes for merge recovery.
[D11] Fixing Rocket Factory Building fbx
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fix the delay before firing 2nd arrow of a bow
[D11] targeting computer model scale fix
Fix ArgumentOutOfRangeException in TMP_InputField.Backspace
Ignore some exceptions that are out of our hands
[D11] Structures/Rocket_factory_building LODs
[D11] Latest prefab pool shrinker (now realtime, as prefabs are pushed back to the pool), latest entity cache changes (small optimisation), latest prefab stats (optional on +world.prefabstats 1 commandline) also makes clientside entity caching optional with world.networkcache 0 commandline)
The prefab shrinker will now be creating garbage... I have not yet profiled this on console.
[D11] [UI] Fixed player performing the attack animation with a held entity if that entity is broken.
Merge from main/hdrp/merge-fix
[D11] Updated assets with old RendererLOD scripts to LOD Group component
[D11] Added _DetailAlbedoMap_ST property to vertex material shader
Fixed GameObjectRef instantiation
Rebuilt ShopMarkerCluster to fix new scaling issues
Cherry picking
41761 (inventory.copyto for devs / admins)
[D11] Assets\Prefabs\Deployable LODs (not including skinned mesh assets)
[D11] Stop resetting the previously selected button when opening Main Menu
Ice lake LOD's upto LOD3 with vertex colours on final LOD
merge from /water_transfer
Added a revert changes to jenkins before we do a checkout to clear out any pending changes (checking out while files are changed won't update existing files)
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Reworked hit IK processes - instead of calculating an up, just lerp between two transforms (eg. left0, left0hit, etc)
Clear loot timers if needed when closing inventory