128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
        
            
            
            
                
                moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check
- deployables parent directly to the vehicle instead of sub-entities
- special handling in some HitInfo data generation
                
                
                
                
             
         
        
        
            
            
            
                
                Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
                
                
                
                
             
         
        
            
            
            
                
                Merge: from basepalyer_netgroup_interit_fix
- Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world
Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: stop player from inheriting parent's network group
Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it.
Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
                
                
                
                
             
         
        
            
            
            
                
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                Fixing skinning for 50 cal rig
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from naval_update/island_scenes
                
                
                
                
             
         
        
        
            
            
            
                
                Tropical1 island node pass
                
                
                
                
             
         
        
        
            
            
            
                
                Adding gibs mesh for the steering wheel and small engine
                
                
                
                
             
         
        
            
            
            
                
                Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds
Down to 4 on a 2.5k map, 6 on a 4k map
                
                
                
                
             
         
        
            
            
            
                
                Boilerplate for sawpping the foliage system out to a deep sea specific version
Not currently working
                
                
                
                
             
         
        
            
            
            
                
                Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
                
                
                
                
             
         
        
            
            
            
                
                Merge from floating_cities
                
                
                
                
             
         
        
        
            
            
            
                
                Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door 
Solves players getting trapped for eternity in the floating city farm
                
                
                
                
             
         
        
            
            
            
                
                Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
                
                
                
                
             
         
        
        
            
            
            
                
                Fix a WaterVisibilty NRE when player dies
Better behaviour for focusing the map on the player when switching between deep sea/mainland
Fade in deep sea button, hide if deep sea is disabled
                
                
                
                
             
         
        
        
            
            
            
                
                Add icon to switch between deep sea and regular maps on the death screen
                
                
                
                
             
         
        
            
            
            
                
                PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
                
                
                
                
             
         
        
            
            
            
                
                pt_boat_2 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> pt_boat_2
                
                
                
                
             
         
        
            
            
            
                
                PTBoat Scientists can use the rear turret properly
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Invert forward support
Compile fixes
Setup rear turret as inverted forward
                
                
                
                
             
         
        
            
            
            
                
                Disabled shadow casting on casino ropes
                
                
                
                
             
         
        
            
            
            
                
                Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material  per object.
                
                
                
                
             
         
        
            
            
            
                
                Move the player behind the turret as the turret moves (rear one)
Create an appropriate mapped postion behind the rear turret to move the player to
Always match player position and rotation to be relative to the turret
Remove is visible check (wasnt needed)
Fix unclamped client predicted pitch/yaw
Player leg animator support for Vehicle Detailed
Remove un-needed align local player turret rotation convar
                
                
                
                
             
         
        
            
            
            
                
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                Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
                
                
                
                
             
         
        
            
            
            
                
                Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands)
S2P
                
                
                
                
             
         
        
            
            
            
                
                Add floating city 3 & 4 to monument menu and tropical island 1 - 4
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_deep_sea_wipe -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates
try catch deleting the entities so the delete coroutine is less likely to break
                
                
                
                
             
         
        
            
            
            
                
                Fix fully global networked entities not getting killed when the deep sea wipes
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_queue_rewrite
- Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation
- Added support to edit upload intervals (tied to existing same server vars)
- Adjusted uploaders for some tables to avoid trying to send to our backend
Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
                
                
                
                
             
         
        
        
            
            
            
                
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