114,210 Commits over 3,959 Days - 1.20cph!
merge from clothing_items_dissapearing_fix
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Audio.
Alert tick interval.
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merge from ix_quick_craft_5x
merge from primitive_gamemode_changelog
merge from primitive (only change is Reapplied
112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706))
merge from explosive_pickup
merge from catapult_ammo_ui_fix
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merge from mini_crossbow_postnetworkupdate_nre
merge from fleck_memory_fixes
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Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Fix demo button appearing if player has no demo folder
Less horizontal frustum shift on the torch holder fire vertical billboard.
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Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
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Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Mark the fields as non-serialized instead, should break less stuff
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
- Properly clamp mapped entry
- Couple more safety checks
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Codegen/manifest to get bet branch working again