1,799 Commits over 610 Days - 0.12cph!
merge from distanceflaregammafix
merge from vendingmarkers_fix
merge from filestorage_cache_fix
Fix two wearable pooling bugs introduced with
168691
- Night vision goggles getting stuck not working
- NVG scientists suit eyes not glowing after having unloaded a head on a trophy with its suit (includes a slight refactor of WearableNotifyTrophyMounted.OnMounted to support pooling)
Fix the content visuals of harbor containers sometimes floating when on cargo ship
Add StripBatchingComponents so it removes the RendererBatch, fix StripComponents<T> not working on inactive children
Guard a BasePlayer.SendPingsToClient NRE
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Fix pooling bug causing io wires while actively using the wire tool to sometimes be thicc
Door.SetSwingDynamic NRE guards
merge from f1items_nre_fix
merge from gamepad_focus_nre
merge from get_networklodcell_fix
merge from pickupnotice_nre_fix
merge from LightHouse_Cratefix2
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merge from distanceflaregammafix
merge from laserstretching_fix
merge from npcencountertimer_fix
merge from nameplates_maxnameplates_hotfix
merge from netread_nre_fix
Regenerate settings preset defaults, fixes various outdated convars and max shadow quality being the default
Fix an unlocked locked crate showing the wrong time on the laptop screen after a restart
Restore alien costume sitem meta guid, changed in
167536 making it uncraftable
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Add some resources to seagull corpses
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
Further tweaks to uzi drop in hackable crates, avoid it spawning "on top" of the other guns, slightly cut bolty and lr weight to limit dilution
Keep elite crate and underwater lab crate spawn the same but have it come with some ammo
Possibly fix NetRead.get_Position NREs
Fix salvaged hammer animation events path in editor (wrong slashes)
Fix drop item binds dropping the held item from your belt when in the inventory
Use short prefab name for weapon in combatlog
merge from more_lod_optims
Guard OnAncestorParentChangedClient NRE
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue
Now: One grid for bushes, one grid for foundations, no work queue, no physics
Fix harbors not spawning any crates when in tier 2 (mainly custom maps), S2P
Fix halloweenhunt pumpkin artifacting
Add IFlattenKeepsDescendants to PropSway, HideIfAiming and MeshTerrainRoot
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Allow fog density convars to be sent from server again
merge from bird_critters 🐦⬛