134,529 Commits over 4,293 Days - 1.31cph!
Raise min height for water treatment radiation puzzle
S2P
Raise min height of trainyard radiation puzzle
S2P
Raise min height of sewer branch radiation puzzle
S2P
Raise min height of powerplant radiation puzzle
S2P
Raise height offset of NMS
S2P
Raise height of Launch Site PuzzleReset
S2P
Fix removed using statement in PuzzleReset
1p arcade idle anim update
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Picture Frames - removed glass from standing light up frame, fixed texture metadata
Fixed deep sea entrance marker showing inside the deep sea
Fix collider names on BBS causing warnings after a recent change
ballista_mounting_fix -> main
Fixed mounted ballistas flipping the player view when mounting.
This was caused by a change on cannons (to support parented cannons on boats).
Now only apply the parenting logic to cannons and not the regular Ballista entity.
merge from naval_update/deep_sea
Added a timer to portal map marker to show the time left before the deep sea closes
Updated deep sea portal markers
Tweaked wipe duration and radiations
stand driving pose update
added 60 fps reload anim for 3p paintballgun
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Merge: from useplayertasks_invisplayers
- Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2
Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps
- fixed whitespacing after merging messing it up in one of the files
This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent).
Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
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Fixed deep sea rad volume not restored after a server restart
Fixed duped collider on deep sea bottom collider
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Add support for different animator override controllers per surface type on wallpaper tool
merge from main to fix gui issue
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
deleted unity viewmmodel camera anims (no longer needed)
Anim update to Krieg shotgun and batteringram
merge from indirect_instancing
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Fix command count mismatch error spam due to destroyed materials.
merge from indirect_instancing (exception fix)
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
merge from indirect_instancing