137,841 Commits over 4,324 Days - 1.33cph!
Cleanup and minor changes
Fixed string lights mixing up local and world, its all local now
Disabled mip maps on string lights wire textures, streaming doesn't work with line renderers
Merge from fix_steam_nickname_bag
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Merge from ghostship_phys_improvements
Merge from drone_deploy_guide_fix
Merge from fallback_fishing_spawn
merge from wallpaper_playerboats
Fixed wallpaper occasional deployable mismatch by overriding the entity for FindAppropriateHandle
Bumped the ray radius so the picked entity doesn’t oscillate too much
Added additional fallback positions to both harbors using a new SpawnPointFallback tag
These will only be used if no procedural spawn points and no fishing village spawn points could be found
Fix truncation of entity IDs from 32->64 bits in FileStorage.Get (thanks Jexs)
This was causing artwork to disappear on some servers
Added poolable to all wallpaper prefabs (no clue why I didnt add this initially?)
Hull square and hull triangle socket name update
Fixed wallpaper placed on finished boat not toggling its batching component
Make it private so it works better with domain reload
Allow wallpaper deployment on finished boats
Simplified WallpaperPlanner construction switching logic
Added 16 fallback spawn points to each fishing village
Players will be spawned at these points if the server fails to find a spawn point for any reason
merge from hackweek_more_tests
Updated wallpaper commands to work with player boats
More checks in WallpaperPlanner that needed Vehicle_Large
Updated wallpaper inside sockets to include vehicle_large
Added wallpaper sockets and wallpaper conditional models to all boat parts
Updated wallpaper settings
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Apply some changes to increase network transfer speeds
* In my limited tests, file transfers can reach 600KB/s now @ default settings, which is must higher than the 20-40? kb before @ default settings
Microoptimization to SVC_CreateStringTable bandwidth usage
BaseCombatWeapon netowkring changes
* Send local player exclusive data to spectators as well, such as clip1 and clip2
* Reduce network bit count for m_iState
* Remove CHudTexture methods from server builds
Nextbot networking changes
* Network m_lifeState (Entity:Alive), same as NPCs
* Fixed health/maxhealth not networking in singleplayer
Remove some unused networked fields from vehicles
m_nScannerDisabledWeapons and m_nScannerDisabledVehicle
First pass on paintable rotation helper tool, with toggle to turn it off
Redirect fixes
- paintable reactive target category Misc -> Electrical
- twitch rivals desk stack size 5 -> 1 and enable maintainMaxCondition
- legacy wall and adobe gate had old ingredients and were recycling slightly wrong
- innertube skins had missing ingredients and couldn't be recycled at all
- enable allowBurying x4
- disable allowBurying x1
Tests now all green
merge from naval_update/io_boats
Fixed triangle planter and triangle railroad planter having non convex colliders
Remade powered water purifier collider using primitives
Rework redirect tests, integrate most into TestItemDefinition
Add descriptions, tweak assert messages
Add a bunch more, testing for various differences of redirect <-> base item
Finds 13 to fix
Spooky speaker, water catcher, disco floor and strobe light deployable on boats
Reapply
143563 as editor test
Regenerate testlist
merge from main, stomp TestDeployable
Leftover uncommitted code
Merge from skin_access_improvements
Fixed simple light, RF receiver, RF broadcaster and water barrel not parenting to boats (layer issue)
Disabled ceiling light on boat, was pushed by accident
Manually merge recast logic with new code
Merge from skin_access_improvements
Cleanup how skins_access worked, now runs in the base "do we own this DLC" style checks rather than having branches in various different classes
Fixes default wallpapers not being available with skins_access -1
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Try displaying data centre regions instead
Meds Box Textures - push attempt nr 2