126,618 Commits over 4,109 Days - 1.28cph!
merge from purifier_waterloss_fix
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Update x marker data for VineSwingingTree02 and 03
Updated battery search mission to require 3 batteries
Merge from main (NPCTalking conflicts)
Merge from frontier_external_fixes
Added a 50% buffer for the look at check when looking at a gate with a spraycan
Merge from computerstation_reskin_fix
Merge from team_invite_changes
Fix auto turret auth not working
Resource dispensers respect max stack size
Bring back modding category to server browser
Add wipe schedule filters back
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
Merge from trimmed_asset_warmup
Indirect instancing fixes:
- Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer.
- Add operations are no longer queued in order to return success/failure states immediately back to the caller.
- Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues.
- Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters.
- Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer.
- Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
Enabled R/W on a few collision meshes that need it
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
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Featured tab items ordering
BBS duplicate name fix.
Sails revert to closed on save load.l
Featured tab now spawns stuff
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType
Tests: unit test
Test: GrowableGenes test to track allocations
- only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache
Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates
Tests: ran the unit test
M15 pistol - Updated WIP textures
General store layout fixes
fix signed/unsigned mismatch warning
Soft mask setup for play menu
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
Added 4K Cinematic Compass Textures
Also fix fps.limitinmenu capping fps when inside the workshop editor
Tweaked the store overlay pages blur
Bootstrap version of Roboto regular font
Polished the bootstrap text sizes
New blur to the quit modal
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc.
debug.forcerefreshlods