202,349 Commits over 4,171 Days - 2.02cph!
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
Added LODs and COL for farm barge kiosk
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
cineamtic textures for clothing_mannequin and wall cabinet
Fixed server crashes to do with Gonarch NPC
Fixed StudioMDL crashes due to $maxverts
Restore default FindUseEntity behavior
Fixed CBaseFileSystem::ReadLine not working for workshop files
Minor VPK support changes from CS:GO
Fixed addon dependencies not showing due to regressive Pull Request
Change ents.CreateClientRope slack param to work better
Make ents.CreateClientRope despawn if any of its entities are removed
merge from decor_lighting_dlc
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
merge compile error fixes to naval update
Floating city medical bay progress
Merged rope bridge
Lowered SSS on tarps
Fix server restart warning NRE
merge from deep_sea/portals -> deep_sea
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Fix not being able to place barricades on train tracks when near/in a monument
Force mannequin to always use male body type
Move portal teleport code into DeepSeaManager.Portals.cs
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Get portals enter & exit at the "same position" instead of always spawning player in the center
- switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition
- ensure entiites enter & exit portals at the same relative position (enter north side, exit north side)
- adjust the position of the portal when entering and exiting
adjusted mannequin collider so it cant put it's arms through walls
fix uppercase mannequin prefab paths
Disable more burst attributes for place entities offshore
merge compile error fixes to aux
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage
- Expanded TestWaterFactorsConsistency unit test to detect this case
Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor
Tests: ran unit tests
merge from decor_lighting_dlc
merge from decor_lighting_dlc
Mannequin can be deployed on tugboat
Fix mannequin inventory swapping and dropping issues
Fluo ceiling light deploy volume tweaks
Force disable HLOD while Indirect Instancing is enabled
merge compile error fix straight to Aux to test
Floating city / casino progress and medical bay dressing progress
Static beach parasol prefabs
Improvised walkways / merged all floor meshes and setup temporary colliders
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
merge naval_update to Aux
merge from fix_burst_compiler_errors to naval_update
Move GenerateSpawnPoints job to its own file.
gunshot_network_range_improvements -> main
Progress backup
More splat files & palette stuff.
Can only deploy chandelier on flat surfaces
Can't deploy chandelier on the deployed layer
Restored bolt and l9 to be 700 meters
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
merge from vclouds_default_enable
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
Added construction to the table lamp deploy vol layer mask