143,160 Commits over 4,413 Days - 1.35cph!
Updating female skinning and cloth sash
merge from version_log_server
merge from traintunlightfixes
merge from cargoshipfixes
merge from terrain_lowering_nms_large_cave
deleted duplicated old reference prefabs
Slightly expand and shift the CaveNetworkGroupLayerOverride at silo to fix a remaining problematic sight line
S2P NMS
Deleted old hair assets
Deleted old hair sets
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
Penthouse apartment edge decals and remaining wall textures
Subtract navmesh subtraction
Delete old player model fbx and prefab reference duplicates
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
delete debug player model prefabs, no longer needed
Delete old skinset assets
Can now walk around the pool table when mounted
apartment oven, texture tweaks, prefab setup, lods and collision
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Sync pool mountable locations over the net
merge from mismatched_serialized_analyzer
analyzer optim, takes approx 40% the time it did before
Fixed texture artifacts on Male/N player seed
Updating skinning for Ballistic and BDU clothes
Fixed dumb 3am bug I couldn't see
Merge: from serverocclusion_unittests_fixes
- Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results
- Bugfix(tests): fix invalid setup of server occlusion visibility in select tests
Tests: ran unit tests
Removed a flaky raiding test
Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching
Test list
merge main -> rust_relay_server
Blocker evaluator micro optims