202,448 Commits over 4,171 Days - 2.02cph!
merge fix_hp_post_restart to main
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
merge from decor_lighting_dlc
Removed light occludee on chandelier main point light as its dynamic
merge from crafting_search_improvements
Crafting menu search now works with redirect skins
ie: "throne" will return the Chair item as it has a Ice Throne redirect skin
Fixed string lights not returning the full amount of item used when picked up
merge from deep_sea/portals -> deep_sea
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
Merge: from baseplayer_serverupdateparallel
- Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented
Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic
- Also fixed resetting a bunch of per-player state during the recache step
Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
Optimized the crap outta the chandlier drawcalls.
+related mesh and mat files.
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Lowered SSS further on blue tarps
Medical bay dressing progress
Fix still wet after dying
Fixed Lua errors with DProperty_VectorColor when deleting editable entity
Allow to give ents.CreateClientRope local vectors instead of attachment IDs
FIlesystem cleanups
Improved invalid model detection
Improve folder search inside VPK files
Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous
- Fix query extents being doubled when sampling
- Expose min region size to c#
- Start making editor tool to find and replace all navmesh obstacle components
merge from canyon-fog-fix
drop off biome fog density under ocean level, fixes canyons being full of fog
spas12 viewmodel - added ads anim
4k striplight and striplight mount textures
Added collision to farm barge container shells. Replaced beach parasols with static versions.
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
Fix impact effects on the mannequin only appearing near the feet
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4k textures for spotlight and tripod
merge glass_fix_resourcerefs to main
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Improve mannequin model part hiding with skin overrides
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
- Fix chunks not being correctly processed
- Add budget queue when rebuilding tiles at runtime
- Add command to test rebuild of tiles
Jungle ak viewmodel - fix for ads dryfire
Merge fixes from /indirect_instancing
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
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merge from decor_lighting_dlc/gameplaypass
merge from decor_lighting_dlc
viewmodel chainsword update attack animation edits
merge from ui_mipmaps_fixes