198,763 Commits over 4,140 Days - 2.00cph!
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[D11] Fixes light job resetting time whenever a light was removed from the lightjob array.
[D11] Blacklisting XboxOne Base and XboxOne S to use low resolution shadow maps for performance reasons. PC/Pro consoles and PS4 base can handle 2048-res shadow maps without loosing FPS.
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[D11] Wrapped entire awake method in #if so the entire method is not called on server.
solar panels now decay when placed outside of building privilege
[D11] Adjusted collider scaler script to prevent server from warning of an unused variable.
Large furnace now decay slightly faster when placed outside of building privilege
Sprinkler now decay when placed outside of building privilege
Prefab serialization layout auto updates
Water barrel now decays quicker when placed outside of building privilege
[D11] Updated player spawn filters to prevent spawning in water.
chairs now decay when placed outside of building privilege
[D11] Change to collider scaler to prevent running on server and to stop the debug logging.
[D11][#3631] Hobobarrels now emit light / shadows to match steam
[D11][UI] Get seed as a string rather than an int.
Reworked the particle system scrubber to attach to systems so they can be modified after deselecting them and supports editing multiple systems at the same time
Fix demo browser playing/deleting incorrect entry when list is sorted
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Add quality of life improvements to demo recorder UI for Paddy
Cherry picked
49806 - Particle scrubber editor tool (from Jarryd)
Update SendAdditionalData on FluidSwitch to accurately display inputs for electrical input
Don't initialize the default notification settings in SmartAlarm's constructor because Unity complains (in editor only?)
Powered water pump now shows correct amount of water output when holding a hose
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Expose power consumption on water purifier
Water jug now hold 5000ml instead of 4000ml (in line with water purifier)
added tap to water desalinator
[D11] Fix PS4 SCEA *Check warning for enter button assignment
[D11] Fix PlayerSettings.PS4.PatchChangeinfoPath, only needs the path to the file
Constraint library also removes NULL entities from ConstraintSystem.UsedEntities
[D11] Reverting the directional shadow maps to medium to test the performance implications on XboxOne and PS4 base.
Add more explanations about comments in the mount.cfg file itself to maybe hopefully help people to figure that out
Reenabled weight/mass hack for Physgunning ragdolls which is already used for props/etc
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[D11][#3988] Fix: Filling water purifier with a water jug (2000ml or less) kicks you out of the game
Calling ents.CreateClientProp with a model with no physics or no model (and setting it later) will no longer bail mid initialization and cause problems such as the prop not receiving flashlights light at all, etc
C_BaseEntity::SetModelIndex no longer fails with < -1 indicies (clientside only dynamic models)
UTIL_IsValidModel (util.IsValidModel) no longer returns false for precached clientside only dynamic models
ents.CreateClientProp automatically precaches the model it is given
Fixed issue with winding order when welding vertices