35,122 Commits over 4,293 Days - 0.34cph!
merge from artist_pack_dlc
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for an edge case of moving players during load of a save
Tests: ran unit tests
Reserialize_Prefabs_2 -> main
mountplayersync_ai_bypass
Merge: from playerinventory_oncycle_optim
- Buildfix for client
Tests: none, trivial change
Merge: from playerinventory_oncycle_optim
- Bugfix for exception of duplicate key when loading container with cookables
Tests: unit tests
Add another query check for native grids. dont set water infos if queries dont find anything
cherrypicking
139699 Mark Box_2, Santa-Hat, snowman fbx's as r/w
merge from sss_profile_cleanup
merge from planner_viewmodel_clipping_fix
merge from adventcalendar_resetstate
merge from rpg_redirect_fix
merge from Youtooz_GroundwatchFix
merge from TechTreeT2_Muzzlebrakefix
merge from BearSkinRug2_Reloaded
merge from Xmas_CollisionMesh_Fix
merge from building_blocks_skin_and_fixes_dec25
merge from YouTooz scientist plushies LOD fix
cherrypicking bamboo_shelve_stacking
upressed SKS skinnable texture submissions to 2k from 1k
Merge from artist_pack_dlc
pt_boat_turret_fixes -> main
merge from artist_pack_dlc -> main
Fix native grid crash with buoyancy batching enabled
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for player connecting to a sleeper from a save emitting an error
Tests: unit tests + 2p on Craggy
pt_boat_turret_full_reload -> main
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
vedning_machine_vis_fix -> main
mountplayersync_ai_bypass -> main (yolo2)
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for NREs and errors when using -enable-new-server-occlusion-groups
- Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations.
Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
fix occasional single-pixel ocean line in canyons
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
junkpile_ladder_clip_fix -> main
merge from automatedtesting
ptboat_turret_safezone -> main
tryfind_matchiongdeployables_fix -> main
boatai_balance_changes -> main