199,336 Commits over 4,140 Days - 2.01cph!
Merge from /main/culling-env
Added a log for SmartObject.CanSubscribe failing due to incorrect role
Fixed spit addong not being buildable (bad role override on the deposit interaction)
Moved animal cooking to Cook module
Fixed NRE on load related to roles/possessions stuff
Added lodcomp occludee shadow range handling
WIP color kit, away color
optim ui to fix framerate?
improved various water effects ( player footsteps in water, bullet splashes, etc. )
improved water splashes while driving
Partial work on PersistentPlayer system. This is a non-compiling commit - don't select this revision.
Updated nav mesh, added door block
Added vm admire source to _anim files
renamed animal corpse shader to vertex colour hide shader
added vertex colour hiding to foxgove assets
changed default value of material
Updated Facepunch.System (NRE fix)
Fixed server NRE in TransformChanged (probably)
Fixed NRE in UIInventory.PlayCloseSound
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed HttpImage error handling (UI web images)
Building supplies loot box
Renamed planting fail check to something more appropriate
Small sign placement fix
Improvements to woodcutting module
ViewSpawner.OnValidate NRE fixes
nospawns setup for quarry testing
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
Fixed quarry view having convex collider