128,960 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mannequin can be deployed on tugboat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix mannequin inventory swapping and dropping issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fluo ceiling light deploy volume tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force disable HLOD while Indirect Instancing is enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Floating city / casino progress and medical bay dressing progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Static beach parasol prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improvised walkways / merged all floor meshes and setup temporary colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_burst_compiler_errors to naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move GenerateSpawnPoints job to its own file.
 
                
                
                
                
                
             
         
        
            
            
            
                
                gunshot_network_range_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Progress backup
More splat files & palette stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can only deploy chandelier on flat surfaces
Can't deploy chandelier on the deployed layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored bolt and l9 to be 700 meters
 
                
                
                
                
                
             
         
        
            
            
            
                
                All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from vclouds_default_enable
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added construction to the table lamp deploy vol layer mask
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed mannequin loot panel title being "Locker"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dump players going back to main island offset from the main island portal instead of on spawn beach
- keep failback to put onto spawn beach incase something happens to the portals
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can't drag and drop items on a backpack equipped to a mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from vclouds_default_enable
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> gunshot_network_range_Improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                rename graphics.vclouds to graphics.volumetric_clouds
 
                
                
                
                
                
             
         
        
            
            
            
                
                syncvar_load_fix_2 -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fix bools not being passed from c# to c++ correctly
- Add [Out] and [In] annotations where relevant
- Expose maxNodes to c#
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one
Boolean to decide if changing that specific syncvar should invalidate the network cache or not
Serverside callback when the server syncvar changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                ceiling light fixes
- reconfigured fluorescent ceiling light joints to rest properly at all orientations
- don't force moving body back to init state when resting, it looks bad on anything but flat surfaces
- fixed pooled ceiling lights not resetting state correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/portals -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed the chair model from beanbag prefabs
Increase max mount distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs
Set the bean bags anim speed to 1
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Larger prevent building volume for the mannequin, so we cant deploy stuff on its head
 
                
                
                
                
                
             
         
        
            
            
            
                
                syncvar_loading_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spas12 weapon anim updates
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from /indirect_instancing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove unused compute shader from indirect instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
 
                
                
                
                
                
             
         
        
            
            
            
                
                - added beanbag sit mountpose enum
- added player sitting pose
- updated player animator
- set fabric and leather beanbag deployables to use pose
- removed mount position offsets
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge /main/glass_fix_resourcerefs to main