134,285 Commits over 4,444 Days - 1.26cph!
Removed shader debug symbols from various shaders that had them left on
Delete component used for lightweight non-entity weapons + codegen
Fix npc rushing after landing a few shots on the player, required new handling with weapon entities
Merge from shader_variant_cleanup
Updated Salvaged Axe LOD 3 to be even lower
Fixed string light bulb rotation when deploying them on floor/ceilings
merge from fix_submerged_states
merge from deep_sea_network_range
String lights line renderer now use local space positions, deployable on boats
Updated LOD 3 on Salvaged Axe World Model
Fix reload sounds not playing (does not support swapping weapons for now)
Hopper and door controller not deployable on boats (performance reason, they can wake up a sleeping boat)
Flagged more prefabs to be deployable on boats
texturing progress - apartment complex
prefabing windows and glass, S2P scene
merge from main ( kept destination viewmodel prefab conflict changes)
Added Salvaged Axe World Model
Updated Salvaged Axe Textures to Enable Texture Mip Streaming
merge from painting_autosave_timer -> painting_qol_fixes
Disabled IO snapping on boat for now, it doesn't work well
Forcing a shader variant change to trigger variant compilation
merge from main (needs a codegen)
Fix boat related client/server field mismatches.
merge from boat_socketparent_fix
Fixed socket specific deployment parenting issue on boats, IPlannerReparentChildrenToMe was changing the parent
Refine npc aiming logic, good accuracy if player is not moving or charging us, bad accuracy if player is far away or running sideways/away
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
scientist_spawner_new_boats
Ensure oilrig and crate hacking rhibs are also included
Added Vehicle_Large groundwatch for 48 IO prefabs
Ensure paintable objects' have shadow mode set to On when in the paintable window, otherwise it could have copied a version on the mesh renderer that the indirect instancing system had set to shadows only
Added ioentity.allowed_on_boats, default to false for now
merge from shader_variant_cleanup
scientist_spawner_new_ai -> main