12,523 Commits over 4,018 Days - 0.13cph!
Cherry picking
42366 (inventory.giveto skin support)
Added print_foliage console command to print the batch count + vertex count of foliage
Added vertex count to print_renderers (and fixed problems issues with it)
Foliage can use up to 3 different meshes for LODs
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Added teleportlos console command
Added secondary network group subscription (this should currently not do anything)
Added "near" network visibility radius that is processed immediately (fixes entities popping in too close when moving very fast)
Network groups are unsubscribed from at twice the rate they are subscribed to (prevent buildup)
Set short circuit flag on OR and XOR switches as well as electrical combiner
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Cherry picking
41761 (inventory.copyto for devs / admins)
Updated terrain revamp scene to use PlaceCliffs
Early exit if a "good enough" solution has been found (at least X meters long + Y cliffs deep)
Safety exit if recursion goes too deep
Rescaled RetryMultiplier again
Added rough initial decor sockets to all v3 cliff prefabs
ProceduralCliffTest scene update
Search for best solution instead of first solution
ProceduralCliffTest scene update
Better handling when no end piece can be placed or no end pieces exist at all
ProceduralCliffTest scene + test assets
TerrainAnchor extents / offset are scaled by object scale
Enabled read / write on some door handle and hatch meshes so they can be exported from the workshop
ProjectVersion.txt restore
Enabled headlerp_inertia by default
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
Fixed workshop skin preview for newly created deployable skins not showing