139,082 Commits over 4,352 Days - 1.33cph!
Added a Tests section to BaseEntity and ItemDefinition inspectors, has buttons that will select or run the tests associated to this prefab
Can also right click "Select Tests" on any prefabs
merge from save283 - Staging wipe
Merge from terrain_renderer
Add min radius for terrain culling
Improve culling shadow bounds check accuracy and performance
Network++
Save++
persistance++
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
Added IK targets to microphone stand
Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
Merge from terrain_renderer
Remove unneeded map sample when culling terrain
Remove terrain test scene
Merge from main
Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
Clamp uv for min/max height sampling
Updated armoured hatch anims to prevent wall clipping
Fix new scientists not playing movement animation in demos after the demo was paused
Create new version of the mortar prefab based on ballista
Possible Client_OnCassetteInserted NRE while spectating fix
Rename mortar.entity -> mortar2.entity
Rename MortarEntity.cs -> MortarEntityOld.cs
Fix GetActiveItem() after merge
merge from mortar -> mortar_prototype
merge from main -> mortar_prototype
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merge from main -> fix_server_browser_compression/http_client
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merge from fix_server_browser_compression -> main
merge from safezone_lootbag_fix
Fix dropped loot bags from destroyed containers not being lootable when in safe zone
Applied the recent fix for showing a toast when trying to loot corpses in safe zones to player remains too
Slightly adjusted the toast phrase
Committed ridablehorse because it keeps showing up 🐎
Shutter frame audio fixes
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merge from automated_testing