136,270 Commits over 4,324 Days - 1.31cph!
exported updated 3p bone knife anims
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
Tweaked the tropical texture atlas source files to solve the puddle issue.
merge from indirect_instancing (build fix)
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
Fix client and server build 🎳
Merge from treasure_mission_fix
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
Fix a few boat piece construction placeholder meshes.
boat_ai_reverse_preference_fix -> main
Setting up burstcloth and skinning for ghost sheet
fix missing z-buffer when rendering forward opaques
Fix bbs not setting owner id correctly with deploy & edit
texturing progress - apartment complex
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal
Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
Added coffee table to prefab
merge from indirect_instancing
* Fixed doors getting detached when operated on a vehicle with indirect instancing
* Fixed ghost objects being left behind if they had skins applied.
* Fixed debug overlay not returning correct results in the editor
* Improved debug overlay to be more useful and readable
* Added prototype SIMD collider-less raycasting code. (WIP)
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
loot_container_populateloot_fix -> main
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed.
Thanks nivex!
merge from hackweek_more_tests
Fix 18 more deployables clipping with construction
Add whitelist to exclude some from the test
█▊▄▌█▉▊▊▍▅▄▆█▋▍▍█▆▄▄▉▄▉▇▍▊▋ ▋█▍▌▋▊▆ ▇▅▋▇▄ █▍ ▍█▊▌▇▌▉ █▄▅▄▍▅▉▇
Add poolable component to contional contents, hide/show box contents depending on building privilege
merge from naval_update/io_boats
Fixed pressure pads being deployable halfway through walls
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
Add IsStatic to boat building station, set for static deployed version.
Don't destroy a static BBS when finishing via the wheel.
Updated and Improved Makeshift Coffee Table Prop LOD 3
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Deployable test for missing guide mesh
Tweaked Vertex AO Values on Makeshift Coffee Table Prop
Created Makeshift Coffee Table Prop Prefab
Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
merge from hackweek_more_tests
Handle multiple groundwatch components in the groundwatch test
Restored spotlight and tripod spotlight deploy guides
Fixed issue when meshes with and without uv2 channel were combined in the same batch
Fixed HBHF and simple light groundwatch
Fixed industrial light placement regression
merge from testrunner_editor
Boxes DLC - fixed LOD issue with ammo box
updated planners and wallpaper 3p run anim
merge from testrunner_editor