131,348 Commits over 4,232 Days - 1.29cph!
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
Restored drag and dropped items spawning in the overlay canvas
Restored blur when F1 menu is open
Swapped 'view in store' to 'view'
better shutters animation
Adding jenkins step to rename the pipeline for better visibility.
Server admin tab layout changes to match the design
Re-add model scale to prop_dynamic in Hammer
It works visually.
Minor cleanups
Prevent entity precaches from calling OnEntityCreated/Removed
Enable Episode 2 flinching behaviors for npc_zombie
* Also fixes its blood color being YELLOW instead of ZOMBIE
Fixed crashes when a font character is too wide
Replace FLT_EPSILON with 1.0e-10f to match `main` (VectorNormalize)
Fixed crashes when a font character is too wide
Added special spawn point options per skinnable
hackweek curtain files and setup
hackweek workshop scene wip
Fixed UI_DeveloperTools tab opening issues
merge from tmp_generatecaretnre_fix
Fixed TMP GenerateCaret NRE (disabled canvases ending up null...)
Update: hook up native symbol resolution
- ServerProfiler.Core built from 0b3b7d86
This gets us various mono_... calls, but still missing some function names - guessing those are mono-related but not part of mono dll itself
Tests: Viewed BasePlayer::BoxTest and stepped through nested calls
Suggest required data types in auto complete
Fixed checkout result page "view in inventory" button scaling issue
Fixed canvas ordering issues with store and checkout result pages
Update: separate out JITViewer logic from ServerProfiler
- ServerProfiler.Core built from 1074407d
- also contains native symbol resolving logic, but not plugged in yet
JITViewer functionality is now editor only(dll won't ship with builds).
Tests: viewed BasePlayerr::BoxTest
arcade placeholder temp texture
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
Setup for 4 branches on tech tree. V1 of Tier 1 weapon tab. Width adjustment on ui.dialog.techtree so it can support longer words
ripping out on-mesh hit guide MPB stuff
Better autocomplete styling
New autocomplete system - still needs some work
tweaked material of boat building station to use new texture
Update: couple improvements to JIT viewer display
- relative jumps are shown as "signed hex" offsets, to avoid jnz 0xffffffffffffffe cases
- avoid duplication of address when we have a method name for a jitted address
Tests: viewed BasePlayer::BoxTest and BasePlayer::ServerUpdateParallel
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server runs marching cubes and generates collider
fixed save not working in sculpting
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Fixed some tests, improved some tests, added some more tests
2 of them intentionally failing as they test current bugs