134,550 Commits over 4,293 Days - 1.31cph!
▋▍██▉ ▌▄▆▇ ▇▌▌▅▄_▇▆▉▍█▌█▇▄▋_▋▍▋▊▋▅▉_▌▆▆
▆▊▌▆▅▍▉▋ ▆▄▅▄██ ▊▊ ▅▆██ ▇▄ ▌█ ▊▆▌▍█ ▇▅▉▌▅ ▌▆ ▆▉▍▉▆ ▊▊▅'▌ ▍▇▆▋ ▊▋▅ ▇▋ ▄▅ ▋▇▉▌ ▄▉▆▍ ▌▉▆▇ ▊▇▇ ▊▇▍ ▅▊ █▋▉▊▍, ▊▆▌▉ ▍▅▅▅▋█ ▌▍▄█ ▊▇▋▇▆▋ ▄▉▇▆ ▅▋▇ ▉▇▋▄▌ ▌▌ █▇█▇▌ █▄▅▍▌▉▊▇ ▉▉ ▇ ▋▇▆▌▍▄▌▉█▅ ▋▉ ▌▍█▍▄▆▍▇▌ ▇▉▌▋▌▊█
Fixed deep sea rad volume not restored after a server restart
Fixed duped collider on deep sea bottom collider
▄▊▌ ▄▉▆▄▋▄▇ ▋▆▊▆▊▇ ▍▄▅▉▍ ▊▅▍▊▌▆▌▊▆
Add support for different animator override controllers per surface type on wallpaper tool
merge from main to fix gui issue
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
deleted unity viewmmodel camera anims (no longer needed)
Anim update to Krieg shotgun and batteringram
merge from indirect_instancing
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Fix command count mismatch error spam due to destroyed materials.
merge from indirect_instancing (exception fix)
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
merge from indirect_instancing
Fix object popping caused by orphaned motion list entries in multiple ways:
* Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue.
* Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity.
Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
▅▉▆▍█▄▄▊: ▇▇▋▊▉▉▄ ▊▍▉ ▅▌▍ ▇▋▊▍█▉▆▅ ▊█▍▉ ▍▅▅█ ▌▊▆█▇▅▋▉ ▋▄█ ▄▆▅▉█▍█
▌▋▊▄▄█▌█▊▌▌ ▄▉█▌▅▅▌▍█ ▊▅▄ ▄▆█▅▆▍█ ▍█ ▊▉▆▇▌ ▋▊▌ ▊▌▉▍▋ ▊█▄▅ ▅▍ - ▋▉ ▉▋▋▋▉ ▋▊▆▊▉▅▍██▍▅█▇▇ ▅▄ ▌▋ ▉▅▇▉ ▍▄ ▄▋█▆▌▄▋ ▉▊▆▄▄▉
▄▆▇▍▆: ▆▉▌▋▌ ▊▉█▊▍▅▊ ▆▆▊▅▉▋ ▊▋▉▇▅▊▌
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks
Tests now pass
Apply minimum height to military tunnels
S2P
Add support for optional minimum height for sphere puzzle resets
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
autoturret_improvements -> main (passed unit tests)
Fixed crashes to do with flexes on NPC models
Probably fixed screenspace_general_8tex
Added more data to util.GetSunInfo
color, material, size
Fixed a typo in nags_alyx.txt
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
▉▍▄█▊▆ █▊▄▋▊▇▊▍▌ - ▇▄██▌ █▍ ▇▉█
Easels drop paintings (data saved) when destroyed
merge from slots_optimize
merge from naval_update/deep_sea
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
merge from fix_nms_loot_reset -> main
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker
Moved it to the right folder
Fixed exit portal map marker showing when looking at the main land from the deep sea
Fix NMS not respawning loot after server restart
- caused by puzzle reset not being attached to a generator
- moved everything to a different PuzzleReset generator
S2P
Reduced server physics bounds (with deep sea enabled)
old: (-2000,0,0) (7000, 4000, 5000)
new: (-1500,0,0) (6500, 4000, 5000)
Deep sea portal climate doesn't kick in if the deep sea is closed
Update idle event on krieg shotgun
Fix navMeshModifierVolume being accessed after being destroyed
Medical syringe animation updates on inject friend wounded
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.