198,732 Commits over 4,140 Days - 2.00cph!
Store general grid tweaks and fixes
Store takeover property drawer
Stole ring rail (Temporary) and static car lift from BillBTestMap
Updated pilot cinematic rig
Fixed squished images on server browser modal
Extra logs to try and find that build error (escape capture)
Try and fix the quit modal
FlexGrid fixes and cleanup
Updated general and limited store tab grids
Fix for bear pie timing not being sync with other teas
Remove scenes and remapped spawners created by the SceneToScene system
Stop devlog tag showing the patch date on the homescreen
Fixed modded catgegory not working properly
Remove code inside PrefabPreProcess
Setup store video hero on the home page
Auto retry/error logic
Random roll setups
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments)
- SceneToPrefab goes back to only a single "Run" button
Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags
- rename the generated file
- prefer to manually update the menu as new monuments are added
Added a development mode warning when decor prefabs are not poolable
Fix decor rocks not being poolable
Merge from nameplate_optim
Merge from trimmed_asset_warmup/scene_warmup
Started implementing new store grid and tile designs, sill wip
Improved the tile grid auto sizing, should do a better job at filling grids
Fixed some NREs
Get rid of per frame allocations when updating nameplates
int/long convars now return memoized string values for smaller values
improvised walkways progress
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
avoid redundant sky ambient calc between fog and clouds, can be shared
Fix HasBrokenWeaponMod GC allocs through Linq
Fix profiler leak in foliage grid
Update: BaseRaidBench - move BenchmarkUpdate to Update
Hopefully will avoid confusion on why we have multiple update methods
Tests: ran the scene
Fix bee grenade and rocking chair collider meshes not having read/write enabled
fix relief mapping not applying to AO map
Electric Table Lamp - Added volumetrics, light bulb, lit up version, WIP texture pass
Adding COL meshes for floating walkways
Merge from trimmed_asset_warmup/scene_warmup
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
Update: promote hack to fix
- expanded the explanation a bit further why it should stay
Tests: none, trivial change
Lowered the top of the locker collider so deployables dont float on top
Fix collision not working properly on heavy and shotgun scientists
Dispose of native arrays at the end of query vis job.
Implement being able to find previously dropped items by using the metal detector.
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
Fixed merge with new iconrender flow, added editor tools to custom editor
improve the header transparency
Make 'favourites' red closer to the heart red
Fixed interaction toast appearing at weird parts of the screen