12,532 Commits over 3,806 Days - 0.14cph!
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)
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Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
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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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Steamworks SDK 1.57
Add GetAuthTicketForWebApiAsync
Forgot to update a few steam_api.dll and steam_api64.dll
GameServerTest.BeginAuthSession fix
InventoryTest.GetExchanges fix
InventoryTest.GetExchanges fix
GameServerTest.BeginAuthSession fix
Forgot to update a few steam_api.dll and steam_api64.dll
Add GetAuthTicketForWebApiAsync
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
Add timestamping to signtool
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
Set crunch compression to max quality on all skins
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