155,538 Commits over 4,536 Days - 1.43cph!
Applying shelved heli/hav direction based armour changes
Brackets for pipes (room c)
Fixed stag not responding to ai select/move commands
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merge from cookingworkbench_stopping_fix
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
Merge from animal_fencing_v2
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
Removed the UniversalPipeline tags from the blit shaders
merge from livestock_animals
merge from automated_testing
Fix kick hazmat worldmodel outline
Bradley Flatbed materials and textures. Model update
Add pillbox tranlsation strings.
Add to icon generator manifest.
Reduced HQM collectable scale
Fix terrain compute uninitialised variable warnings
Merge from vehicle_panel_nre_fix
Hypothetical fix for NRE on VehicleEditingPanel
merge from bee_grenade_visual_fixes
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static
This should allow us to use MeshLOD/RendererLOD on dropped items
merge from paintballgun_colourequipfix
merge from chandelier_optimization
merge from rifle_show_lod_animevents_update
merge from candy_inventory_fix
merge from ornate_horse _mask_fix
merge from worldmodel_sep_fixes
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup
LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values
Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing)
Add an inspector warning to MeshLOD if the same mesh appears multiple times
Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Add the vendor to the ranch, s2p both
Fixed animal leads not working after purchase
merge from main -> sentry_upload
First pass on npc's selling baby animals to the player
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
LeadingPlayer is now a Synced field
Compile simulator now passes
Fixed most compile errors, still one issue
Hitch & Trough now has a water container on the right, supports fluid IO
Livestock can drink from trough
Added a storage adaptor to the food portion of the trough
Added sandbag pillbox barricade and deployable item
- pillbox model, LODs and collision with separate wood and sandbag phys materials
- reused adams setup for crafting and repair
- Added icon to match other variants
- gibs
- updated manifest
Fixed some regressions with recent changes
* Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing
* Some minor model panel/icon/player model selector fixes
Fixed couple potential Lua stack corruption issues with hooks
* Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound
Fixed some typos
Minor whitespace cleanups
Remove some unnecessary usages of std::string
Remove "ReleaseVideoMemory" stuff from Hammer
Fixed Hammer material list leaking file search handles
Allow render.BindLocalCubemap with `nil` to unbind the cubemap
Workaround double messages per Sandbox limit hit
* Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc
* When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Biofuel Generator: manifest and engine.json for the new entity
merge from cookingworkbench_stopping_fix
merge from smart_alarm_deployment_fix