128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fix playable graph IK issues
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Retain group id between saves
                
                
                
                
             
         
        
        
            
            
            
                
                Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
                
                
                
                
             
         
        
            
            
            
                
                added physic impact sounds for the PT boat
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                Dont save the ghost ship hackable crate. Stops save nre
                
                
                
                
             
         
        
            
            
            
                
                merge from ai_vehicle_clipping_check_optim
                
                
                
                
             
         
        
            
            
            
                
                account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
                
                
                
                
             
         
        
            
            
            
                
                ▄▊▅ ▇▌▉▄▅▇▅▌▊▋▍ ▉▉▉▇▉▋▅▆ ██▋ ▇▅▋█▄▆▉▄ ▆▉▆ ▌▉▄▍▌ ▆▊▌▌ ▇▇▍▌▅▊ █▄█▄ ▋▅▊▉▉█ ▆▋▇ ▌▆▊██▇▊▄▆▊▌▍▉▉▊▇.▄▆▍▆▇▌█▊▆▋▄.
▆▍▉█▊ (█▇▍▉▋▌) █▉ ▉▊▅█▉▅ ▅▉▄▅█▅▇ ▉▍▄▌▄▆▊▆█▄ ▋▅▆█▆▊▄▊, ▅▋ █▋▋▊ ▍▄▅▉█▅ ▋▄▇ ▆▍█▌▋▋▊▌▆ (▄▉█▇ ▆▊▍▍▍▉▇ █▍▌ ▅█▌▍▄▄ ▋▆▆▊)
▌▄▉▌▋▇▌▉▍▅▊▅▅▊▌.█▊▉▆▆▋▌▇ (▄▆█▌▋▉) ▋█▌▆▋▉▆ ▅▅▆ ▊▊▌▉▋▆ ▄▆▆▅▉█▆▄ ▄▍▍▊█▉▆█ ▄▍ ▅▊▋ ▍█▄▉▇▉ ▇▉▉▍▆▉▌▆ ▆▊▊▍▇▆▌▆▌ * ▊▉▋▉▍▅ ▉▌▇▄█▄▌▆▉▆▌ ▍██▄▊▅▉▇▄ (▌█▍ ▌█▍▋▉█▄▊▄, ▇█▄▄▍ ▉█▅█▇)
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Applied prefabs.
Dummy coord fixes.
                
                
                
                
             
         
        
            
            
            
                
                Re-route setting animator states to playable animation controller
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Fix margin check in wander state
                
                
                
                
             
         
        
            
            
            
                
                Support boat debug ddraw convars on server
                
                
                
                
             
         
        
            
            
            
                
                PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
                
                
                
                
             
         
        
            
            
            
                
                BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade.
Blocks now show correct initial health values in edit mode.
                
                
                
                
             
         
        
            
            
            
                
                Disabled deep sea portals debug by default
                
                
                
                
             
         
        
            
            
            
                
                Give a whole second before spawning scientists
                
                
                
                
             
         
        
        
            
            
            
                
                merge from industrial_pipe_batching -> main
                
                
                
                
             
         
        
            
            
            
                
                merge from npc_PlayerSyncCycle_optim
                
                
                
                
             
         
        
            
            
            
                
                Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
                
                
                
                
             
         
        
            
            
            
                
                ▍▋▆'▉ ▋▍▍ ▊▄▆▍▉▆▍▊▊▆▉▋▇▉▊▌▄▅▄ ▍▄▍ ▇▇█▅▊▅▄ ▉▅█▉, ▅▋▆▋ ▊▉▅▉ ▅ ▊▉▆█ ▍▊▆▌▆█ ▊▄ ▍▊▋▍ ▉▇ ▊▌▉▅▄▅▆▅▌█▄█▉.▌█▌▇▋▄▍▆▍▌▆▇▊▋▉ ▆▄ ▉▌▅▅▉ ▊▉ ██▅▆▋▋▌ ▋▋▍▌ ▊▄▇▍ ▌▉▅'▊ ▄▇▌█ █▊▍ ▋▍
- ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> industrial_pipe_batching
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_reduce_dynamic_occlusion -> main
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea/billboards
                
                
                
                
             
         
        
            
            
            
                
                Dont try and set navigator, we dont have one
                
                
                
                
             
         
        
            
            
            
                
                Floor.triangle health 100->25
Floor health 200->50
hull square health 200->75
hull triangle health 100->25
wall.doorway health 200->50
wall.low.barrier health 100->25
wall.low.cannon health 100->25
wall.low health 100->25
wall.window 200->50
wall health 200->50
                
                
                
                
             
         
        
        
            
            
            
                
                Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
                
                
                
                
             
         
        
            
            
            
                
                engine and storage audio files imported
                
                
                
                
             
         
        
            
            
            
                
                PT boat engine sounds imported and implemented and storage imported
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_fixes_3
                
                
                
                
             
         
        
            
            
            
                
                Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
                
                
                
                
             
         
        
            
            
            
                
                Mark ladder as static when parented to building block
                
                
                
                
             
         
        
            
            
            
                
                bug fixes and seagulls added
                
                
                
                
             
         
        
            
            
            
                
                Added billboards for the deep sea islands that can be seen from the mainland
Fixed mainland portal position when in the deep sea
                
                
                
                
             
         
        
            
            
            
                
                Material reduction and optimisation in some floating walkway kit pieces
                
                
                
                
             
         
        
            
            
            
                
                Added repair bench to playground.player for easier skin testing
                
                
                
                
             
         
        
        
            
            
            
                
                - updated hazmat wm lods
- added wm prefabs, meshes and updated item prefab for: 
  - hide halterneck
  - hide skirt
  - hide vest
  - hide poncho
  - hide pants
                
                
                
                
             
         
        
            
            
            
                
                merge from playable_fixes
                
                
                
                
             
         
        
            
            
            
                
                Folder Renaming for flare refresh.
                
                
                
                
             
         
        
            
            
            
                
                Disable terrain culling by default