159,677 Commits over 4,566 Days - 1.46cph!
- try catch the upload so we can remove it from the queue if it fails
- fix static fields not resetting in editor
merge from corpse_lootable_fix
Fix npc corpses being unlootable after a server restart
Separate Linux Client and SCRDS build scripts
Try to add classname to CUtlRBTree overflow message
Fixed some regressions when entity search, incl Barnacles
Rename ErrorFromLua to ErrorNoHaltStack
Added CLuaInterface::FormatError
Fixed some compile warnings
Allow mesh.BoneData to be called with index 2
* Weight value is ignored in this case
* Mesh() global now allows 3 bone weights
* Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above
Added 2 new sub scopes to PhysFrame
* `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate`
Added OnChangedFromMin/Max to math_counter entity
* Also added SetMax/MinValueNoFire inputs for it
Improve error handling of Autorefresh
Fixed memory leak with Windows auto refresh with symlinks
* Hopefully without regressions, as the system was changed somewhat substantially
Also flatten entities nested within prefabs for consistency
merge from ddraw_parent_fix
Don't attempt to clear parents if the client has no active parented ddraws
Fixed radiation starting immediately upon entering the halloween and xmas dungeons
Update the UGC uploader to reference FileStorage too instead of buffering in memory
- references CRC, won't upload if the image has been deleted / modified since
- add debouncing so it won't upload images from a sign until a small delay (example: autosave sends image every 30s)
Privilege cache enabled by default (client and server)
Buildfix: configure unity_installer_url for fpbuild
Tests: none
Fixed parented DDraw objects not clearing when their parent gets destroyed, drawing them at origin
Fixed home's store hero playing and rolling its videos with the menu closed
merge from 3p_idle_throw_grenades_fix
merge from Halloween_2026_update
merge from halloween2026DLC
merge from guide_mesh_optimisations
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Moved sub entity spawning of cargo ship, travelling vendor and pt boats from ServerInit to ServerInitPostNetworkGroupAssign
Fixes various "changed its network group to null" warnings when they spawned
merge from net_group_null_log_fix
merge from ongui_allocs_fix
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
When queuing a sign to be uploaded use the imageId instead of the raw data so we can buffer images in filestorage instead of keeping a 2nd copy in memory
Don't send voicemails & sculptures
- not planning to moderate them, keep it simple by not sending them
Disabled GUILayout on DDraw and OcclusionCulling
Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Fixed cooking workbench not showing the kettle when preparing the newly added teas
merge from cookingworkbench_kettle_fix2
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
Adding G3A3 blockout mesh
merge from main -> ugc_censor_option
Can now change pie menu sets with gamepad bumpers
Fix badly merged anim controllers and livestock fsm
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
Merge from main (potential stomp of petting work, on it)
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Fix flickering mouse cursor when right stick scrolling UI options.
Fixes double hover state too.
Merge from render_pipeline_testing
Fixed the auto exposure causing camera's to fade in from black unintentionally
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps
Fixed gizmos not displaying in the CliffSandbox dev scene
full_parented_mounting -> main