198,704 Commits over 4,140 Days - 2.00cph!
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius
Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling
Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling
Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same
Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
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Update fluid combiner icon
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Model.cs now ignores inactive GameObjects in FindClosestBone. Fixes satchel charges etc sometimes sticking to inactive GameObjects and endnig up being invisible. Needs code review.
Monument benchmark errors fixes
Fixed missing terrain pyramid shader level between 200 and 300
Fixed missing terrain potato detail for shader level below 300
Entity.PlayScene now has a second return value - the scene entity, removing which will allow for stopping the scene from continuing to play.
Cherrypicking
49699 Throwable fix
Fluid combiner model and updated material/textures
Fixed errors when running monument benchmark standalone.
[D11] [UI] Fixed typo in "Open Inventory" hint string in French.
[D11] [UI] Fixed graphic overlapping wounded text on certain languages when wrapping to new line.
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Compile fix (main/comp merge)
Remove "unknown genes" and gene display from consumable item info panel.
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Dropped weapons (Player.DropWeapon specifically) no longer give extra reserve ammo
merge from /entity_hiding
[D11][#3673] Fix for: guards at the Bandit Camp appear to have no helmets equipped when viewed from a distance.
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Dead pines / custom billboards
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fixed composter server startup error
subtracting
49671 merge from grass_displacement
Enabled incremental GC on Linux servers as a test
[D11][UI][#3933] Fixed issues with the credits screen
[D11][UI][#3959] Added scroll bars to scroling screens [#3950] Removed old icon from find/join game screen
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The wheel collider kick prevention on listen server was messing with vehicles tumbling in the air. Removing it since it was a listen server only fix anyway.
Adjust max explosion force