121,631 Commits over 4,048 Days - 1.25cph!
Backups: Timelines, animations, unsaved scenes
Backups: Scene prefabs, skeletons, materials and cam anims
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Protobuf fix after merge
Codegen and manifest
Disable inheriting network groups on the elevator lift entity
Re-enable underground layers for network groups
Fixed combiner showing incorrect IO information in inventory
Cherry-pick windmill collider fix
Fixed windmills having two copies of their collider, one on the wrong layer
slower radiation gradient for gingerbread tunnels
default tunnel lifetime doubled
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Added more graphics settings
Include every graphics setting
Potential water catcher changes to improve server performance on long water catcher chains:
When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead.
This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on.
This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity
Comment only, after doing some performance testing
Merge Main -> PhysicsLayerRevamp
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
fix snowball gun inventory handling sounds
reapply present drop open/close sounds
candy cave entrance ambience
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Fixed NRE errors in the Impostor system when SystemInfo.supportsInstancing is false
fix reverb in candy cave entrance
candy cave and present drop open/close sounds
missing changes from xmas music commit
Fixed two bad parameters on the rock_pile_cream material to get rid of the black tar.
Base of client & gameplay analytics
candy cave ambience & reverb settings
Merge Main -> PhysicsLayerRevamp
Handle UI for weapons that don't use ammo
menu videos xmas rotation update
Merge from detailshader_world