155,493 Commits over 4,536 Days - 1.43cph!
Ferry terminal power grid loot room
More navmesh and path following optis:
- Disable navmesh carving completely when new navmesh is enabled, we still had its overhead
- Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow
- During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path
- Add telemetry to new navmesh
Cow eat animations to include trough variants
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
Fix compile error in ConsoleSystem
Fix missing #if SERVER directing to gate navbakestats
Fix compile error with url in "none" compile mode
merge from ai_hotfixes_for_monument_blocker_patch
Tooling to switch to the testbed steam app in editor
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
Subtract
163412 new_navmesh_fixes
More sensible placeholder crafting costs
Debris removal.
Set wood protection instead of stone.
Updating m92 world model rig
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merge from medical_honey_bandage
Setup collision/colliders correctly in prefabs.
Added honey bandage to primitive and hardcore tech trees
merge from carvable_pumpkin_deploy_fix
merge from paintball_gun_fixes
merge from viewmodelscope_nre
merge from static_piano_fix
merge from TriangleHatchDeployfix
merge from deployanim_fix
merge from vehicle_pooling
merge from glass_ar_motion_blur_fix
merge from new_navmesh_fixes
merge from Floating_bandage_fix
merge from oilrig_light_fix
Renamed deployed entities to include .Deployed per convention.
Setup missing socket/checks on gate
merge from mt_snapshot_saving
cherry picked martyns rail hide code from changeset
153305 - allows the holosight rail to hide depending on the weapon its attached to.