128,914 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Optimized the crap outta the chandlier drawcalls.
+related mesh and mat files.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Lowered SSS further on blue tarps 
Medical bay dressing progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix still wet after dying
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous
- Fix query extents being doubled when sampling
- Expose min region size to c#
- Start making editor tool to find and replace all navmesh obstacle components
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from canyon-fog-fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                drop off biome fog density under ocean level, fixes canyons being full of fog
 
                
                
                
                
                
             
         
        
            
            
            
                
                spas12 viewmodel - added ads anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added collision to farm barge container shells. Replaced beach parasols with static versions.
 
                
                
                
                
                
             
         
        
            
            
            
                
                draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix impact effects on the mannequin only appearing near the feet
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge glass_fix_resourcerefs to main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve mannequin model part hiding with skin overrides
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fix chunks not being correctly processed
- Add budget queue when rebuilding tiles at runtime
- Add command to test rebuild of tiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Jungle ak viewmodel - fix for ads dryfire
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge fixes from /indirect_instancing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                decor_lighting_dlc -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployable snapping for the table lamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployable snapping for the Mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added snapping to the spotlight
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added snapping support to the two types of beanbag
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge from decor_lighting_dlc/gameplaypass
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel chainsword update attack animation edits
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_mipmaps_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wheat icon mipmap group set to UI
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from baseplayer_serverupdateparallel
- Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities
Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed string lights with no wire slack looking terrible
 
                
                
                
                
                
             
         
        
            
            
            
                
                More farm barge set dressing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply the stringpool fix to ~20 more entities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed fairy and string lights wire thickness causing issues when not using wire slack
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed deep sea spawning erroring on other scenes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: Replace persistent native WaterFactorCache with transient native allocs
This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge fix_static_respawn_areas to main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries
Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example).
Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed sound player on chandelier guide