128,708 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                applying baked data for floating cities
                
                
                
                
             
         
        
            
            
            
                
                rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller
                
                
                
                
             
         
        
            
            
            
                
                Swapped out remaining world models on supplies and food market barges
                
                
                
                
             
         
        
            
            
            
                
                Added Flashlight Remake World Models and LODS
                
                
                
                
             
         
        
            
            
            
                
                renaming new medical syringe fbxs
                
                
                
                
             
         
        
            
            
            
                
                Allow enable_marker_teleport convar to be set from the server
                
                
                
                
             
         
        
            
            
            
                
                Fix "converting to lowercase" warning when opening mute player dialog
                
                
                
                
             
         
        
            
            
            
                
                fixed floating mesh decal on ghostship C/D back gate
                
                
                
                
             
         
        
            
            
            
                
                seaweed decal - removed decal layer 0
adjusted some materials to receive it on layer 1
                
                
                
                
             
         
        
            
            
            
                
                re-set garage door workshop max texture res to 2048 (up from 1024)
                
                
                
                
             
         
        
            
            
            
                
                Smoother transition walking into the ship's bridge room
                
                
                
                
             
         
        
            
            
            
                
                Fixcars admin command now fuels up boat engines
                
                
                
                
             
         
        
        
            
            
            
                
                wip xmas ceilingpaper, updated wallpaperbase.sav file
                
                
                
                
             
         
        
            
            
            
                
                Wider collision gap around the ghost ship mast ladder spot
                
                
                
                
             
         
        
            
            
            
                
                Removed mesh from cannon gib that was not a gib and had no backfaces
                
                
                
                
             
         
        
            
            
            
                
                merge from Halloween_25_Update
                
                
                
                
             
         
        
            
            
            
                
                Fixed Halloween UI not display during event
                
                
                
                
             
         
        
            
            
            
                
                Fixed boat ladder pickup giving a regular ladder
                
                
                
                
             
         
        
            
            
            
                
                Merge from floating_cities
                
                
                
                
             
         
        
            
            
            
                
                Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs)
S2P floating city 1, 2, 3
                
                
                
                
             
         
        
        
            
            
            
                
                Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat
Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_instancing_islands
                
                
                
                
             
         
        
            
            
            
                
                Clean up left over shader constants
Remove unused foliage terrain cbuffer update functions
                
                
                
                
             
         
        
            
            
            
                
                Add support for a projectile to declare override projectiles based on a weapon
Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
                
                
                
                
             
         
        
            
            
            
                
                Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
                
                
                
                
             
         
        
        
            
            
            
                
                Remove CPU height sampling option can't be supported with mesh terrains
Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed)
Update terrain cbuffer after switching terrain data
                
                
                
                
             
         
        
            
            
            
                
                Add support for showing rocket in left hand during reload
                
                
                
                
             
         
        
            
            
            
                
                WIP showing ammo on 3rd person model
                
                
                
                
             
         
        
            
            
            
                
                Setup SwapAmmo component on RPG vm
                
                
                
                
             
         
        
            
            
            
                
                floating city 4 prop pass
                
                
                
                
             
         
        
            
            
            
                
                Disable tutorial spawns on both possible deep sea sides
                
                
                
                
             
         
        
            
            
            
                
                More Terrainmeta switchover tweaks
                
                
                
                
             
         
        
            
            
            
                
                merge from deployguide_water_refraction
                
                
                
                
             
         
        
            
            
            
                
                deploy guide renders in refraction under translucent water
                
                
                
                
             
         
        
            
            
            
                
                Update: extract how we gather network group subscribers into a ISubscriberStrategy
- implemented a DefaultSubscriberStrategy
This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future).
Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
                
                
                
                
             
         
        
            
            
            
                
                Better scientist mount position spawning code
Compile fixes
                
                
                
                
             
         
        
            
            
            
                
                Ensure boats have minimum: driver and turrets
Then at least 1 other
Then we coin flip each subsequent scientist
                
                
                
                
             
         
        
        
            
            
            
                
                Spawn rhibs facing towards the deep sea centre
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: spectators now subscribe to spectatees via secondary group
This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group.
Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
                
                
                
                
             
         
        
        
            
            
            
                
                naval_update -> pt_boat_2
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                - Fix rendering issues due to various jobs executing for command indices that are no longer in use.
- Fix broken debug draw when damage region bitscan job is active.
- Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity.
- Create a universal IsCallVisible() function instead of the mess we had before