128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Refactor gridcell slot lookup referencing.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                some more cleanup and a potential NRE fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed duplicate gibbable script from standing weapon rack
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                updated textures and materials
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                 Merge from elevator_io_display_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from transparent_footstep_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Merge from building_skin_tier_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Merge from sewer_branch_water_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
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                S2P mining quarry monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                S2P monuments containing pumpjacks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improved animation transition when deploying parachute quickly after jumping
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Show a dedicated first person canopy
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed screen shake of any parachute affecting every player in network range
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Attack Helicopter -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed regression causing all random variants of the abyss suit to show at once
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reduced attack heli speed and agility
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Main -> Attack Helicopter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from airpatch_media
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge HeliDamageTexture -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed DamageRenderer and EmissionToggle scripts not handling the case where a material has other properties set elsewhere. Fixes attack heli headlights and damage texture interfering
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reinstate damage texture for attack heli
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from main -> global_networked_bases
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Overwrite libsqlite3.so if it already exists
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update global_networked_bases/2021
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Mark if mesh is the highest LOD
Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `supportsComputeShaders` to client performance analytics
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix menu slider for "building distance" not having correct translate phrase
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix merge issues on weapon worldmodels
ColliderInfo component missing on most of these
WorldModel component missing on glock and hmlmg
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added `global_networked_bases` convar to disable networking of global building blocks server side
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rocket trail replacements WIP