137,659 Commits over 4,324 Days - 1.33cph!
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Merge from fix_roof_debris
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Merge from growable_menu_changes
Merge from fix_backpack_priority_attire
Merge from kapok_branch_col_optim
Fix missing return value on Matrix()
merge from naval_update/io_boats
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing
- Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server
- Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself
- Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions
- Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state
- Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Minor adjustment to branch collider
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Can't connect IO entities not sharing the same root parent
More IO prefabs deployable on boats
Fixed some broken rock formations in NMS (scene only)
Merge from windturbine_deploy_sfx
Merge from improved_embrasures_colliders
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Merge from ambient_light_lod_fix
Merge from 20mindayextension
Merge from hackweek_meshlod_qol
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting
Disabled shadows on all LODS after 0 on the static phone both for testing
Wire snapping works on moving boats
Remove 12char cap on net_showudp names
Added ActivityWeight/ActivityID to util.GetModelInfo sequences
Remove auto generated server flags
* It's been long enough for people to adjust to setting sv_location
Fixed some potential crashes
Potential optimizations for Matrix()
* Should be a bit faster, especially when not using table as first arguments
Potential optimization for Angle() (same as Vector at some point before)
Clamp BodyMoveXY playback rate to networking limits
Merge PR: Ability for Sandbox NPCs to randomize their model
Fixed electric furnace deploy volume not including Vehicle_Large
Remade large battery collider with primitives, it had a non-convex mesh collider
Fixed a bunch of wire tool local/world position issue
IO lines toggle their dynamic LOD when created if parented to a boat
IO lines plug effects are played locally
merge from workshop_animator_controls -> main
slightly better looking animator control buttons
Add workshop animator controls, with setup for bbq skinnable
improved building_generic_trims textures
merge from skinviewer_cleanup
Tweaked chinese lantern skinviewer lighting
merge from skinviewer_cleanup
Added LNY spear and chinese lantern to the skin viewer
Removed the random order for the limited tab
merge from harbor_container_ladder_fix
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates
Extend container parenting volumes
Fix a RendererBatch component causing visual issues
S2P harbor 1
merge from bbb_entkill_fix
Allow boat building blocks to be ent killed individually in edit mode