200,281 Commits over 4,140 Days - 2.02cph!
Rebuild translations json (to fix server restart toasts)
Merge from more_worldgrid
Pass over the worst offender - siegetower
- Assigned root bone, renamed duplicate bone names, fixed crazy scaled roof collider that caused huge impact effects, switched out some collider materials for more appropriate ones
- Observed that all "unpooled bone name" warnings were gone in editor
oil rig foot lod setup, barge lod setup, tarp lod setup and collision.
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
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Setup "Randomise Player Seed" button. Some code cleanup/preparations
Localized patch info date
Some RTL text wrapping fixes
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
Also apply the font normalSpacingOffset in MeasureVertical
Prevent potential Lua errors with weapon_base
Fixed IMaterial spamming console about "$basetexture" not being a texture
This happened when opening Overlay post processing effect list in Spawnmenu.
Affected functions:
IMaterial.GetTexture
IMaterial.GetColor
IMaterial.Width
IMaterial.Height
Make "No account token specified" a warning
Reset render lib lastmaterial on map shutdown
Fallback "VertexBeckman" shader to "VertexLitGeneric"
Minor optimization in Ignite property
RPG/Crossbow animation improvements for citizens
Fix NPC being unable to fire RPG due to recent changes
Combine RPG support
Improve metropolice weapon support for Shotguns, AR2, RPGs
Spawn the PlayerModel on Awake. Rotate 180 degrees to face the camera. Force censorship cubes off and randomise the player seed. Randomise player seed again by pressing P
Fixed flex text wrapping issues with RTL languages (was not using the font normalSpacingOffset
Merge: from benchmarking_update
- Log results after single scene run
- Fix extra timers in results
- Fix scene load exception for no longer existing effects benchmark
Tests: ran benchmarks in editor
Update: different approach to skipping persistent BenchmarkTimers
Old way didn't work because of pauses between benchmark runs (global systems would step and recreate them).
Tests: ran in editor, confirmed output didn't contain specific timers
Fix directional light color being broken when rendering transparent materials with ViewModelCamera.
Store is now using the last skin update date from the manifest
Updated pilot hazmat helmet textures
Fix scientist bullets sometimes being invisible by removing particle scale component, todo check with Petur if that can cause issues
Fix heavy scientist ground check trace hitting their own backpack, resulting in them randomly hovering
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS
- Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
Update: log results when running benchmarks in single scene mode
Tests: checked logs after running the scene
change workshop editor rain/fog buttons to toggle the respective weather presets
Fixed cart button not disabling itself when emptied from a add to cart button inside a modal
Proper fix for ultra wide ratios
Fix fps.limitinmenu being applied while benchmarking
Clean: remove EFfectsBenchmark from the list
I've removed it in the past, but apparantly forgot to remove it from this list as well
Tests: none, trivial change
Update: BaseRaidBench - clean up custom timers from tracking
Otherwise they end up in results with their generic names
Tests: none, trivial change
Fixed skin viewer callbacks being called when closed, causing the viewer to spawn on the wrong items
Restored steam button on DLC pages
Shorter descriptions for all pages
Bumped the maximum amount of line the phrase english textareas can have
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
Chandelier - Split movable mechanical parts, added new cable mesh with matching size
Security tower material fixes
Improvised walkway clean up
Fixed the rendering of the scene view when searching for an object in the hierarchy window
- Better store price localization and formating
- Fixed item breakdown testing local price value instead of USD price
Added overrideCulture debug command
Also reset entity slots when spawning (future proofing)