121,928 Commits over 4,048 Days - 1.26cph!
merge from turret_flashlight_fix
Simplify IPetEntity and refactored related code.
Fixed Caboose emissive material and lighting animation regression.
Changes to some textures to faciliate string lights being in an off state without looking derp.
Bunch of refactoring and simplifying for ownership/petbrain related stuff.
Pet inventory can now hold non-harness items.
Drop all items if harness removed.
Only allow owner to access inventory.
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Added missing window quad
Increased the tint on the Caboose window glass. Players were confused whether you should be able to shoot through the windows (you cannot) as the glass was fairly difficult to see.
Fix caboose slot machine showing in incorrect position at mesh quality zero
Fixed softcore respawning inside compound reclaim
Fix blackjack table not removing server collider on client
Added warning if card game needs to be destroyed after load
Disable event halloween.cs
Merge from halloween2022/nuclear - part Halloween disable
Validate storage state when card game entities load. Also fix error in PrePlayerDismount on loading saves.
fixed hole in the ground near warehouse building
removed duplicate skylights on the warehouse roof
Fixed start/end pipe rotation issues
Fixed several pipe rendering issues
Support pitching the camera up/down on the RC drone
Fixed LateCamera trying (and failing) to report frame times while not in play mode
Add graphics.terrainalpharangeextension convar that extends the clip range of terrain cutouts, fixing ground being visible over spaces like Launch Site
Replaced warehouse FBX with the prefab in the scene
Warehouse
-Refined LODs vertex painting
-Added collider
-Updated prefab
-Rebaked LOD4 with more accurate albedo colors
Don't allow the chat UI to be open while debug camera is active
Prevent opening the chat UI if the player is dead/sleeping, or has a dialog open (should exclude poker UI already)
Automatically close the chat UI if those conditions fail
Update HLOD distances on large oil rig
Fixed a case where the HLOD mesh would fail to render
Improve how we pay out scrap after a server save/load, so that nothing gets lots (not even in-progress bets). This still isn't ideal since when we need to drop scrap, it falls through the train due to the items-fall-through-vehicles problem. I'll look for a better solution if there's time.
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result