10,828 Commits over 3,867 Days - 0.12cph!
Fixed SocketMod_InWater (was broken inside pools)
Fixed fishing rod (was broken almost everywhere)
Subtracting
83705 (merge conflict, will have to reapply once we're on main with everything)
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
Fixed normals missing entirely from rivers (and I think lakes)
Fixed GetGroundInfo missing ocean hits
Fixed GetMaterialAt not supporting ocean hits
Fixed water footsteos spawning at terrain level instead of ocean level
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
Added reflection.forceupdate convar to quickly update world reflections even if stationary
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
Batching fix for parented entities
Log warning when ItemSkin.icon is unset instead of failing the build
Re-enabling graphics jobs on macOS (crash was potentially fixed in 2021.3.24f1)
2021.3.26f1 ProjectVersion.txt (was already in use on the build server, should not change anything)
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
Fixed water visibility mask not masking out ocean
Fixed moonpool water body type & water visibility mask
NRE fix when no terrain exists
Fixed river water level being ignored by almost everything
Fixed water mesh not culling inside caves
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it)
Fixed drinking dialog weirdness
Fixed AddToWater only adding 1/4 of the ocean to the water map
Added normal to WaterSystem.Trace (currently always returns Vector3.up)
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Merge from main/shader-improvements/merge
Unfucking ifdef mess (by making it even messier)
Compile fixes when neither CLIENT nor SERVER is set
Adding fallback shader when no tessellation is supported
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
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Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
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Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
Adding ModelConditionTest_Outside / ModelConditionTest_Inside
Adding placeholder conditional variants of shipping container floor for inside / outside
Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate")
Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
Allow sidegrading to building skins of the same tier for 20% of the original upgrade cost
Adding additional terrain anchors to powerline platforms in order to prevent floating placement
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)