193,695 Commits over 4,079 Days - 1.98cph!
Remove skybox from test scene
Fixed some skins still not loading in the skin viewer test scene
Various changes to allow the skin viewer models to show up in the item icon slots without needing the separate modal window
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists
Made tooltips use pooling
Instant flags and rate check.
Applied subtle fade in and out to backpack UI when opened/closed
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
Undo changes to QueuedLoader and ClientsideModel/Ragdoll
Fix compile error of editor holster tool
Set dressing harbor2 progress
mossy tire stacks material variant
Disable more stuff I enabled
Fix cloth on projectiles and world models having the wrong gravity direction
Probably fix stretching of cloth when teleporting large distances
Disable some parts of QueuedLoader
larger detector flags
white lantern unlocked by red lantern
show flag health
detector spots in tundra
player update. exported building plan animations
Reset lua_error_url on level init like before for x86-64
Because the server enforced cvar value system is not present
Partially fix dynamic model loading
Undo changes to ClientsideModel for now
Reposed hide shirt to match updated player rig
City hall colliders / glass colliders
Potential fix for Particle Accum Layer breaking when rotating object
Set dressing harbor2 progress
mossy containers
mossy rubble piles
mossy plywood walls
Moved legacy shelter icon layer to be the same as sleeping bags
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Restore the additional detection distance range
player update. updated bandage animation set and entity
merge from metal_detector
Merge from alternate_detection
Merge from metal_detector
Metal detector unlock 500 -> 75 scrap
merge from metal_detector
merge from CNY_DragonLauncher
Improve performance of vending machine screens
In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame)
Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame
NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away
Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance
Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
Fixed big light in vm camera
Add viewmodel camera support to metal detector, use EffectParent on light objects
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Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)