139,111 Commits over 4,352 Days - 1.33cph!
merge from TechTree556fix
merge from mission_tackletheday_fix
merge from tutorial_death_fix
merge from store_analytics_fix
merge from floating_city_safezone_fix_merge_stomp_fix
merge from comp_box_sorting
merge from serverbrowser_secure
Merge from nightlight_adjustment
▌▄▇▅▇▍█▅ ▉▍▇▋▌▋▅▇ ▍█▉▍ ▄▅▆▄ ▄▄▊▋ ▆▍▌▍█ ▍▊█▆▆█▅ ▅█ ▍ ▆▇▉▋▊ ▊▉ ▊▊▌▌▍▋▋▇▅▇ ▇▋▌ ▉▄█▆▍▅▋▅ ▊▄▇▌▊▅▍
- Dont apply secure filter in history - not required
- Ensure tag modifier button adds both secure tags - bit ugly of an implementation but it works
- Fixed wrong prioritise toggle being set
Fixed paintball gun tile in the artist pack showcase opening the pilot pack page
Fix inconsistent results NRE
Fixed artist pack and storage box pack showcases source id
- Setup filter button to filter for only secure servers
- Setup priority system and toggle button to 'prioritise secure servers, putting them to the top (after premium status)
- Wire into sorting algorithmns
- Setup convar
Add a temp Change attachment button in the inventory
Add skin ownership check
Mark all accessories as unlocked by instruments dlc for testing
FreeCraft editor option now makes the craft button in the UI always enabled
Attachments are now stored with the item (like a skin) so they travel with the item
Fixed RPC flooding when looking at IO handle while building blocked
This also fixes IO handles showing up in monuments
Restored lighting, fixed armored double door mat
Fixed BBQ not working. We're using a custom prefab in the workshop so it couldn't find the matching item def
fix sky and clouds seam in water reflection probe
Updated drunken pathing for 556, incendiary pistol ammo and HC Revolver
Enable box sorting on the component boxes
Change nightlight defaults
nightlight_brightness - 0.005
nightlight_distance - 5
fix vclouds shader error on macos preventing them from showing up in water reflections
Fixed bugged candle flame.
Fixed some spawn crashes with some entities
gmad.exe no longer overwrites existing files
More model data validations
Fix CreateLinkController leaking entities if misused
Implement Combine APC aiming for players
* I had this code laying around unfinished, and now its finished.
* Also respect EnableGun for players only
Lets try undoing changes to UTIL_PrecacheOther
* I wonder if this causes ents.Iterator nulls
Block mat_texture_list_txlod_sync just in case
▄ ▄▊▌▄▆ ▆▄▇▇ ▆▆▉▅▇▅▊▇▊▌▉▋█▅▊▅█▊▌▉
▉ ▋▍▊▉▇▋▉ ▅▄▉█▌▉ ▊▉▆▋ ▊██▉ ▇▌ ▉█▉▄▉ ▋▍▊▇▄▇ ▍▆██▇ ▆▋▍▇▌▊▌▄▆▍▉ ▍█▋▍▄█▅▄▄ ▌ ▋▄█▄▌▄ ▌▅▋▆ ▋▇ ▇▅▊▉▄▍▍▊ █▌▊▆ ▄▆ ▊▄▇▉▅▇ ▇█▉▋▉▆▄▊ ▄▌█▊ ▋▉▅▊▆██▆▅ █▇▌▇ ▆▄▉▇ ▋▌▅▄█▍▌ ▉▍ ▄▋▌▆▉▉▇▍█
removed offsets from mannequin deployed (was causing model poses to float/be off centre)
replace temp wheel art with new models, update manifest
Enable try double max distance for generating position on fishing tackle mission
Potential fix for particular fishing village location spawns being unable to provide the mission
Merge from floatingcity_boatshopkeeper_fix
Optim: UpdateSubscriptions - parallelize network group comparison
Gives us ~15% improvement over serial. Hoping to parallelize gather - that's the biggest perf sink
Tests: ran unit tests
Reapply changes, S2P all floating cities
Bugfix(tests): fix perf tests doing nothing in warmup
Tests: ran perf tests
merge from skinviewer_checkout_fix (compile fix)
merge from fix_red_card_room_scientist_invisible
merge from fix_scientist_weapon_leak
merge from divesite_boat_spawn_fix
merge from largeplanter_boats_fix