130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together
Keep the skinned mesh only when its busy (opening or closing)
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error with our new changes
                
                
                
                
             
         
        
            
            
            
                
                Remove a dumb 200 byte allocation on our blur step
                
                
                
                
             
         
        
        
            
            
            
                
                Integrate RHIBs into the deepsea
Spawn them in cool triangle formations (auto generate groups)
Wiping the deep sea will wipe rhib group info
                
                
                
                
             
         
        
            
            
            
                
                Only try and maintain cohesion in the wander state
Add some methods to wipe coordination when the deep sea resets
                
                
                
                
             
         
        
            
            
            
                
                monument event notifications sounds
                
                
                
                
             
         
        
            
            
            
                
                simple boid behaviour in groups
groups will attempt to stick together as much as possible
                
                
                
                
             
         
        
            
            
            
                
                Add 'grouping' system:
Boats can be spawned in groups
If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_cui_merges -> main
                
                
                
                
             
         
        
            
            
            
                
                Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse()
- update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly)
- add some comments too
                
                
                
                
             
         
        
            
            
            
                
                merge from laserdetector_fastvehicles_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed laser detector not detecting fast moving vehicles reliably
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed bucket container_a prefab 
Added lights to one of the string lights as a test 
Casino mesh changes 
Nephorlepis static prefabs 
Flourescent_e light prefabs 
Added triple_light prefab with built in lights 
Sand_pile_a prefab and model 
Casino interior dressing progress
                
                
                
                
             
         
        
            
            
            
                
                Update from repo after merging 9 slice support
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> modding_cui_merges
                
                
                
                
             
         
        
            
            
            
                
                merge from io_serverrestart_fix
                
                
                
                
             
         
        
            
            
            
                
                Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
                
                
                
                
             
         
        
            
            
            
                
                Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
                
                
                
                
             
         
        
            
            
            
                
                Improved messages for inventory "Cant move Item" -> detailed failure message
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_arctic_puzzle_reset -> main
                
                
                
                
             
         
        
            
            
            
                
                Finalise SIMD terrain culling implementation:
- Fix oscillation/flicker bug by tracking individual ray progress properly.
- Adjust step size dynamically with altitude to reduce iterations.
- Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`.
- Ignore rays to instances that have been culled in a previous step.
                
                
                
                
             
         
        
            
            
            
                
                AI boats will now attempt to ram players
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error in new Translate.GetPhrase() server method
                
                
                
                
             
         
        
            
            
            
                
                ▌▊▄▌▆▆ ▉▇▍ ▅▊▊▋▇▍ ▍▉▆▌▌ ▌▇▆▉▉▇ ▋▊ ▌▍▍▋▆▍▍█▆▍▋ ▇▇▇ ▍▍▍▉▅▇▄▆▋▌ ▄▅██ █ █▇▍▉▍▉ ▍▅ ▍█ ▌█▉▊▉▉ (▉▉▉█▇▊▄▆▇▊▉▅▅ ▊▄██▍ ▋▊▋▋ ▇▌▍▌▍▅▆▌ █▉ ▅▆█▊▍▄ ▅▌▆▋▅▆▍)
                
                
                
                
             
         
        
            
            
            
                
                AI Boats will sometimes drive by the targets then pull in front or behind them
                
                
                
                
             
         
        
            
            
            
                
                Add more debug output to the indirect_instancing.debug overlay
                
                
                
                
             
         
        
            
            
            
                
                ▋▉▆▄█▋▋ ▇█▊▊▉▄.▆▅█▌▋▋▇▇ ▇▉▅_▅▋▆▅▋▋▉▊▊ ▌▉▆▍ ▆.▄▄▆▆ -> ▊.█▌▄▋ (-▆.▊▊▆▄ ▅▇▊▇▍▄). ▌▊█▉▊ ▋▅▄▍▆▋▍ ▉▊▋▋▄▄▋▄▇▅▄ ▍▉ ▄██▉▆▅▅ ▇▌▇▇▉▊ ▊▍▇▋ ▅▉▉▊▅▊ ▆▇▆▉▉ (▌▋▋▊ █▄▉ ▆▊▉▊ ▅▊▊▊▆ █▅ ██▌▋▉▄) ██▌▌▋://▆▅▍▉▉.█▅▊▊▄▉▄▊▊.▆██/▍▄▉█▌/▆▌▅▋▅▅▊▆/▍▅▋▉█_▇▋▉▄▅▉▉▋▄▌.█▆▄ (▇▊▄▉▋▇ ▇▇ ▍▅ ▇▌▇▍▄█▄█)
                
                
                
                
             
         
        
            
            
            
                
                Probably fixed Linux compile
Remove main menu's reliance on RUNLUA: hack
Fixed some warnings about mismatched convar flags
Reduce MAX_LIGHTMAP_DIM to 128
Bumpmapped materials allocate 4x the size, so we have to account for that.
Bump "target max" size for entdata to 4MB (from 394KB)
No real functionality change, just less OVERFLOW!!111 warnings on map compile
Fixed a regression with ConCommandHash related changes
Revert "CurTIme to double"
This causes serious prediction issues with existing servers, so it will need to be done with a network compat update
Added `spawnmenu_toggle`, defaults to 0
This setting is available in Utilities => User => Sandbox
Give better max values for Utilities => Sandbox limit sliders
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> fix_arctic_puzzle_reset
                
                
                
                
             
         
        
            
            
            
                
                Added server version of Translate.GetPhrase
                
                
                
                
             
         
        
            
            
            
                
                Switch to new Translate.GetPhrase() when reassigning reset phrase
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> fix_arctic_puzzle_reset
                
                
                
                
             
         
        
            
            
            
                
                Added Translate.GetPhrase method, was needed to get phrase from a token
                
                
                
                
             
         
        
            
            
            
                
                RPG Ammo - Added simple initial projectile prefab for all three ammo types
                
                
                
                
             
         
        
            
            
            
                
                Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too)
- CheckSleepingAIZForPlayers
- IgnoreAboveGroundPlayers
- BroadcastResetMessage
- ResetPhrase (token)
                
                
                
                
             
         
        
            
            
            
                
                Reverse steering if we are going backwards
                
                
                
                
             
         
        
            
            
            
                
                Bring back incremental steering
                
                
                
                
             
         
        
            
            
            
                
                Fixed bugs with moving the claim from one boat to the other
                
                
                
                
             
         
        
            
            
            
                
                merge from door_canopen_saveload
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Moved entrance portal closer to the valid bounds end, was spawning too close from the island
                
                
                
                
             
         
        
            
            
            
                
                Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix:
- Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site)
- Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
                
                
                
                
             
         
        
            
            
            
                
                merge from analytics_texture_memory -> main
                
                
                
                
             
         
        
            
            
            
                
                merge from workshop_scene_bugfixes -> main
                
                
                
                
             
         
        
            
            
            
                
                Expose texture memory usage in client analytics
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_entity_scale_occlusion -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix `ent scale` only accepting an int instead of accepting float