130,544 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from vram_monitoring
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed normal item drop that had broken in cleanup
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from hot_air_balloon_mark_users_hostile
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Tropical ground foliage spawntable stuff
 
                
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Start and end game phase on the timeline based on when you're in a server or not
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Finalized sans clutter spawns
 
                
                
                
                
                
             
         
        
            
            
            
                
                Collision fixes.
Scene stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Maybe more reliable code to prevent items in the general tab from being purchased multiple times
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Merge from blueprint_unlock_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for workbench tech tree appearing fully unlocked, woops
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix steering and gas pedal hallucinations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Start to fix turrets placed outside of a base turning off turrets inside a base
- cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference
- rewrite the interference system, getting rid of all the queues
- system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference
- when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself
- when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on
Now the complex part: which overloaded turret should be turned on first
- tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on
- instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
 
                
                
                
                
                
                    
    
        
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                ▄▆▉▋▉▊█▅ ▄▇▆▄▇▉ - ▋ █▇▆ ▊▌▊▉▉ :▋▆▍█:
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Nature dressing.
Tree tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fail build when VPK.EXE fails to run
Fixed VPK.exe crashing randomly
Minor merge from x86-64
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from drone_storage_slot
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge dynamic_environment_volumes to naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix spatially aware environment volumes, don't serialize fields that were previously properties.
 
                
                
                
                
                
             
         
        
            
            
            
                
                corrected inherited velocity used to throw projectiles, may want to dampen this still
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▌▋▇▉█▇█▊ `▉▊▍████▇▅▆-▌▉▋█▊▊▇▆█▌.▆█` `▇▄▄▉█▋▆▇▌▍_▊▆▇` ▅█▋▋▇▋▄▉ ▆▆ ▅▆█▄▊▅▆▌ ▊█▄▇▌▇▍▄▋ `▄▌` █▍▍▉ ▅▉ ▅▊▉▅▅▅▍▄▋▍ ▆▄▊▉▅ ▊▄▍▌▆▌▊▇▌▆ ▍▄▊ ▋▇▅▋▆▉▉ ▉▋ ▊▉▆ ▄▆▄█▊▄▄█▋▌ ▌▍▋▌, ▊▉▆▊▌ ▅▄▆▆█▌▉▋ ▄▄▊▍ ▇█▉ ▆▉▉▍▆▆▌▉ ▍▍█▅▍█▌. ▍▆▄▌▇ ▅▋▍▊▊▄▇▍. █▄▍█▉ ▅▊▄▄▇.█▊▆▉▇▇▍▊▉ ▇▆▄█▌▉▄. ▇█▊▌▆ ▅▍▌▅▌▄▍▊▌