127,471 Commits over 4,201 Days - 1.26cph!
Anim updates and inital set up for blow pipe, boomerang and compass
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
merge from charityplushies_skinviewer
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them
Fixed spray can free spray clipping through some floor pieces on jungle foundations
Add `batch_industrial_pipes` convar to toggle the behavior
- still need to call `refresh_renderers` to refresh them after changing behavior
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar
- increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes
- rest of the batching system stays the same
- change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called
- this causes every single prefab to be reimported but is safer than cranking global convar
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
Working rear turret. Aiming is still ugly
Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes)
Manifest
merge from biome-fog-stencil-volumes
merge from fix_console_flickering -> main
Fix all the flickering in the windows console and all the pre-existing bugs
- boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible
- changed both status text and input text to only be updated when needed
- that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more
- fix multi-line log messages cutting off when reaching the bottom of the buffer
- fixed the cursor bouncing around as you are typing commands
merge from naval_update/deep_sea
Deep sea generation tweaks and improvements
Add correct components to rear turret
Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle
Initial rear turret setup
Setup right entities
Setup prefab variants
Add favourite paths to the file dialog
naval_update -> gun_turret (missed files)
naval_update -> gun_turret
Add /copypaste/ and /demos/ to shared ignore.conf file
Fixed flashlight trying to use invalid VM attachments
Filled itemname on both charity plushies steam item
Added charity plushies to the skin viewer
fixed nightlight being too blue and dark
Fixed flashlight trying to use invalid VM attachments
Add sv_nomap_timeout
* Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all)
* Also added a console message telling the user to load a map with the map console command
Fixed spam about "as if it were a variable" on GUI srcds
Init 3rd person camera on map load as well as shutdown
Implement support for $reflect2dskybox for Water shader
Restore the hack for static prop fades for CS:GO maps
Not sure why it was removed, I guess we will find out eventually if it causes issues.
Fixed a typo in "Save file appear to be invalid!"
Added $reflect3dskybox
Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water
Make construct water reflect 3D skybox
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
set up wire and hose entities, removed duplicate override controller
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator
- this also allows to combine the 2 uploaders into 1
This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world".
Tests: ran unit tests
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map
- something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now