130,450 Commits over 4,140 Days - 1.31cph!
moved mannequin body part prefabs to their own folder so theyre easier to find
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Staging wipe
network++
save++
added CoACD package locally to allow modification
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Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
Merge: from benchmark_demo_clean
- Clean: removal of dead functionality for demo benchmarks (not supporting it)
Tests: compiled in editor
Clean: remove expired editor-only upload endpoint
Tests: none, trivial change
Clean: remove full-server-demo benchmark demo uploading
FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code.
Tests: compiles in editor
Instanced terrain cell renderer setup
tweaks to torso and hand so there's less clipping on some clothing items
Re-prefabbed floating walkways for set dressing pass
pulled mannequin's wooden leg down so it's same height as the foot
merge from fix_jackhammer
merge from gesturebind_log_fix
merge from admin_invis_misc_fixes
merge from scene_warmup_fixes
merge from spas12_vm_ironsights
merge from Attackheli_Buildvolume
merge fix_invoke_handler_errors to main
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
head_lookdown_debug -> main
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
beanbag chair sounds
mannequin sounds
chandelier sounds
orientable spotlight sounds
wall cabinet sounds
merge fix_hp_post_restart to main
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
merge from decor_lighting_dlc
Removed light occludee on chandelier main point light as its dynamic
merge from crafting_search_improvements
Crafting menu search now works with redirect skins
ie: "throne" will return the Chair item as it has a Ice Throne redirect skin
Fixed string lights not returning the full amount of item used when picked up
merge from deep_sea/portals -> deep_sea
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
Merge: from baseplayer_serverupdateparallel
- Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented
Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic
- Also fixed resetting a bunch of per-player state during the recache step
Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
Optimized the crap outta the chandlier drawcalls.
+related mesh and mat files.
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Lowered SSS further on blue tarps
Medical bay dressing progress
Fix still wet after dying
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous
- Fix query extents being doubled when sampling
- Expose min region size to c#
- Start making editor tool to find and replace all navmesh obstacle components
merge from canyon-fog-fix
drop off biome fog density under ocean level, fixes canyons being full of fog
spas12 viewmodel - added ads anim