130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Floating city medical bay progress
Merged rope bridge 
Lowered SSS on tarps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix server restart warning NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/portals -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to place barricades on train tracks when near/in a monument
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force mannequin to always use male body type
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move portal teleport code into DeepSeaManager.Portals.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Get portals enter & exit at the "same position" instead of always spawning player in the center
- switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition
- ensure entiites enter & exit portals at the same relative position (enter north side, exit north side)
- adjust the position of the portal when entering and exiting
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted mannequin collider so it cant put it's arms through walls
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix uppercase mannequin prefab paths
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable more burst attributes for place entities offshore
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage
- Expanded TestWaterFactorsConsistency unit test to detect this case
Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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