111,603 Commits over 3,928 Days - 1.18cph!
Add option to build navmesh asynchronously, add more profile markers
Player inventory, storage containers and player belt fail messages localized and toasted
Minor socket mods fail messages tweaks
env_fish correct values on main camera
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
DPV Beacon light
LODs and material/textures
Beacon light prefab setup
lake b and c builds, unity scene setup
Localized and toasted repair failed errors
Speed up navmesh generation by using arraypool instead of a massive buffer
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Fix memory leak and add more profiler coverage
Localized server side building errors
Moved them out from the chat to the new toast UI
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New: Adding Server unit tests foundation
Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test).
Tests: none, as I know it's borked
Add option to disable verbose log and add profiler markers, reduce gc allocs
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
Merge from homing_spectate_fix
Fixed a Teams UI exception when first person spectating in a demo
Hopefully fixed the homing launcher UI staying on when changing between perspectives while first person spectating
Merge from spectate_blackout_fix
Fixed spectators getting a black screen
Merge from underwater_cinematic_blur_fix
Show the water line but increase the blur distance to 25m in cinematic mode
Adjusted locomotive LOD levels, letting it high higher LODs are nearer distance. It wasn't really adjusted for how large the locomotive is.
Fixed locomotive LOD1 using ground_cloth_a_LOD1 instead of the intended cloth_a_LOD1
Merge LocomotiveDebrisFix -> main again. No new changes except that this time we won't less Plastic mess it up.
Merge from underwater_cinematic_blur_fix
underwater_cinematic convar disables blur effect
Added the name of the entity blocking placement in the case of a prevent building volume "Cannot build in this area" -> "Blocked by X"
Added a new message for deployable that need to be placed on water
Localized the rest of the building error messages
Rework colliders on player elevators to prevent plaeyrs getting unparented from the lift platform if they stand too close to the edge of the paltform (they are slightly clipping the lift's mesh collider)
Refactored socket mods error messages, added new messages and localized the hardcoded ones
Rocket fire replacement.
Old mat reserial.
Added an admin convar to disable the tin can alarm wire culling, for cinematic purposes
Updated gunfire FX.
Improved muzzle flash color consistency.
Deleted a duplicate smaller FX that seemed unused.
Merge from fix_reserved_slots_joining -> main