144,116 Commits over 4,413 Days - 1.36cph!
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Mortar animations on the v4 rig
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exported 3p holdtype animation sets with names beginning with A and B after updating 3p running/jog anims. Also set player animation controller timescale for the sprint to 1
Restoring this branch from yesterday I had to delete (sorry)
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Fixed an issue with flickering point lights caused by them having different shadow biases
blowpipe charm position tweak
Merge from terrain_lowering_nms_large_cave
Restoring a bunch of commits from yesterday I had to delete (sorry)
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Subtracting
150838 (reapplying new navmesh)
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Merge from terrain_lowering_nms_large_cave (reapply)
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Subtracting
150878 (new submesh subtract) i.e. reapplying new submesh
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Modified Jenkinsfile to utilize fpbuild installer scripts to manage fpbuild version per pipeline instead relying on globally installed version on the Jenkins runner system.
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Merge from terrain_lowering_nms_large_cave
Re-bake missile silo heightmap to workaround AddToHeightMap issue
Fix deployable snapping not working properly in some cases
Client now sends over its setup and server validates (just like regular placement)
add RustForwardOpaque lightmode to opaque geometry pass
Add version printout to the server log file, was only on client before
Add queen bed entity to large apartment
Create queen sized apartment bed
Add single bed to medium apartment
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Try forcing max reliable payload size for P2P addresses
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blowpipe charm position changes
Get rid of the song and dance of default.exe from X360 days
More merges from x86-64 beta
Reduce alloc size in CGameClient::WriteGameSounds
Try sending small P2P packets using reliable P2P protocol (instead of unreliable)
* It seems to have improved the join stuck issue in limited tested