129,160 Commits over 4,140 Days - 1.30cph!
Ensure prioritising premium will cancel currently running query the same as the cache does
Ensure 'prioritise premium' works on community servers
Fix issues with the friends name not showing if theres only 1 on another server
Ensure cancel button works correctly on the browser
Force 'applyfilters' after any kind of refresh
check for 'no servers' after tying in the search bar so the icon doesnt popup all the time
Remove testing force code
Better map screens
Seperate off new material
Bunch of methods from regular in game map
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merge from steamcrafting_fixes
merge from invis_overlay_quality_fix
merge from fix_nametags_terrain_holes
merge from ban_notifications_fix
merge from tutorial_video_fix_3
merge from scene_warmup_fixes
Fix ChocolateEgg_COL and snow_pile_3x6_LOD2 not having read/write enabled
Fix hexagon tiles using LOD0 mesh as their collider
Mark LOD3 as read/write enabled
Add some more null checks to BikeVehicleAudio
Fix range_terrain_slope collider missing read/write
Fix bank vault missing read/write on colliders (LOD3 meshes)
naval_update -> scientist_rhib
Fix prefabs in assets/scenes/release and assets/scripts not packed for custom maps to use
Use a relatively small render texture for display
Seems to work in most cases (since the video is transcoded)
Try just bundling the video and play it that way (its very small 2MB~), so should be very low impact
Mark coat_hanger collision meshes as read/write
Never destroy the currently displayed texture on the loading screen
Only free old textures after we have loaded new ones
Prevent fall damage sfx playing when in debug.invis
Cozy Beanbag Seat - Updated textures and materials, updated WIP gibs
properly attach egg to hands during animations
Fix ban notifications not coming in
Disabled mip map limits on cannot_see_icon to fix low resolution debug.invis icon overlay when using low graphics settings
Update: shaping up SendEntityUpdates, not complete
I'll need to refactor out sending logic from parallel server occlusion, and reuse some previous results, but at this point the direction is clear
Tests: compiles in editor
Fix tugboat, scraptranspoheli light lods -> dynamic
Update protobuf deserialization of navdata
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
fix clouds null ref outside play mode (introduced with demo timescale fix)
Fix query vis job runner not ignoring terrain holes.
Chandelier raise/lower interaction priotity logic
Update: slightly more landscaping
Tests: none, trivial changes