11,014 Commits over 4,079 Days - 0.11cph!
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)
Don't play sound when pressing Q / E in radial menu on items that do not have Q / E options
Removing more unused code
Added Q / E indicators to pie menu
Removing unused code that was added for the previous UI (ContextMenuUI.SelectType and PieMenu.activatedOption)
Merge from building_skins_3
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Place caves before road / river / powerline generation (fixes floating pylon edge cases)
Switch between skins using Q and E while pie menu is open
Added EnvironmentType.NoSunlight (add this flag to any other environment type when setting up an environment volume in order to completely eliminate all sunlight, like the train tunnels)
Added support to connect to server via query port (used by steam://connect URLs)