125,565 Commits over 4,171 Days - 1.25cph!
Reverting all the vehicle merges (let's test this on a branch first)
Ocean renderer optimizations, trace optimizations
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Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
last few prefabs, manifest.
Handle bones that don't exist on the server in BoneDictionary transform lookup
NPC rename/reorganizing in stages because plastic got confused last time.
Snowmobile WIP code, protobuf setup etc
Revert
66868. Was causing trouble with PrefabAttributes that tried to double-process when already destroyed.
Allow prefab pre-processing to include sub-entities. Fixes nested entities on vehicles not stripping client/server-only components. Need André to review this.
Merge misc_improvements -> Main
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Merge IntegrateVehicleSubEnts -> Main
Fix ProjectSettings set to CLIENT
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Merge MLRSUpdates -> Main
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Fixed cassette recorders not sticking correctly to MLRS moving parts
delete unused murderer and bear_full prefabs
removed deleted scripts from a couple of prefabs
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Fix prefab id on newly renamed HeavyScientist prefab.
Deleted ApexAIStorage folder I missed during Apex removal.
Renamed HeavyScientisAd to HeavyScientist
Delete old HeavyScientist prefab
Renamed HumanNPCNew to HumanNPC,, ScientistNPCNew to ScientistNPC, updated references.
Codegen.
deleted the old and unused HumanBrain, HumanNPC, ScientistNPC stuff. Removed references.
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Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
merge from delete_htn2, removing everything Apex and HTN related.
Fix reversed check in IsWaterlogged for vehicles that can't become waterlogged
Fix VehicleEngineController doing more work than necessary to get the fuel system
Rename HasAnyPassengers to AnyMounted
Update BaseVehicle mount menu check to not check IsMounted
Manifest build, and prefab ID fix