199,706 Commits over 4,140 Days - 2.01cph!
Hide the whiteout overlay when holdering the instant camera (fixes a rare edge case where the screen could get stuck white)
Fix landscape and large photo frames disappearing when trying to paint them with occlusion culling enabled
Fix clearing then saving signs/frames not doing anything
Limit pp_stereoscopy_size to +-11.5
Fixed manually entering alpha value for tool color selection not updating the UI
Fixed up/down buttons for alpha on tool color selection not functioning
DNumberWang.OnValueChanged is now only called when the value actually changed
Fixed prop fading not fading but instantly hiding props
Fixed prop fading breaking/being affected by water/mirror reflections
Player.SetActiveWeapon( NULL ) now hides the view model as expected
Player.SetActiveWeapon( NULL ) no longer causes next selected weapon to be force-lowered
Player.PickupObject now force drops the given object before trying to pick it back up, so the object doesn't get stuck in an invalid state
Fixed issue with matrix calculations
Another attempt to stop Trigger NRE's on water volumes
Finished off shader, tidy up
Merge from corpse_floating2
Make sure corpse joint exists
Hopefully fixed NRE when exiting pool after a player had died in the pool
Move the water volume clipping plane down slightly on the above ground pool
Camera overlay asset update so they scale a bit nicer
Another attempt at fixing corpse floating
merge from summer_dlc (only description updates)
Merge from underwear_swap_fix
merge from main, fix proto conflicts from underwear, rebuild proto.
Add underwear names to game manifest string pool
removing unused roof ceiling meshes
Simplified roof models (2 meshes > 1 mesh)
Updated roof.****.full prefabs accordingly
Buoyancy components that are marked as client-side will now actually float on the client
Enabled client-side buoyancy on the player ragdoll
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Adjust car front/rear hurt triggers
Reduce car collision damage to players and to NPCs
Update pool descriptions to specify they only accept fresh water
Revert marking objects dirty when recalculating bounds, it seems to be marking a lot of prefabs as changed
Fixed above ground pool bounds being wildly wrong, should fix some building privilege issues when placing
Recalculating the bounds now marks the prefab as dirty
Stop the ridable horse's saddle from complaining that it can't switch parent to the ragdoll when the horse dies. It doesn't seem to need to switch, so I'm letting it be destroyed silently with an override - same as existing behaviour, but without the logging. Fixes "SwitchedParent Missed horse.corpse" server log spam.