137,518 Commits over 4,324 Days - 1.33cph!
Updated Salvaged Axe LOD 3 to be even lower
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Fixed string light bulb rotation when deploying them on floor/ceilings
merge from fix_submerged_states
merge from deep_sea_network_range
String lights line renderer now use local space positions, deployable on boats
Updated LOD 3 on Salvaged Axe World Model
Fix reload sounds not playing (does not support swapping weapons for now)
Hopper and door controller not deployable on boats (performance reason, they can wake up a sleeping boat)
Flagged more prefabs to be deployable on boats
texturing progress - apartment complex
prefabing windows and glass, S2P scene
merge from main ( kept destination viewmodel prefab conflict changes)
Added Salvaged Axe World Model
Updated Salvaged Axe Textures to Enable Texture Mip Streaming
merge from painting_autosave_timer -> painting_qol_fixes
Disabled IO snapping on boat for now, it doesn't work well
Forcing a shader variant change to trigger variant compilation
merge from main (needs a codegen)
Fix boat related client/server field mismatches.
merge from boat_socketparent_fix
Fixed socket specific deployment parenting issue on boats, IPlannerReparentChildrenToMe was changing the parent
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Refine npc aiming logic, good accuracy if player is not moving or charging us, bad accuracy if player is far away or running sideways/away
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
scientist_spawner_new_boats
Ensure oilrig and crate hacking rhibs are also included
Added Vehicle_Large groundwatch for 48 IO prefabs
Ensure paintable objects' have shadow mode set to On when in the paintable window, otherwise it could have copied a version on the mesh renderer that the indirect instancing system had set to shadows only
Added ioentity.allowed_on_boats, default to false for now
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merge from shader_variant_cleanup
scientist_spawner_new_ai -> main