130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                More Waterworld map obstacles
                
                
                
                
             
         
        
            
            
            
                
                Remove resolution field - not used
Standard RHIB cleanup
                
                
                
                
             
         
        
            
            
            
                
                Rewrite steer force system again (third times the charm)
Boat position is merged with desired directional point before application
Manifest
                
                
                
                
             
         
        
            
            
            
                
                `Find Uncompressed Textures` tool will now flag textures that have texture compression "enabled" except it's disabled due to the texture not being a power of 2
- will flag with big yellow prefix text in console that the texture is uncompressed due to not being a power of 2 + having mipmaps enabled
- will include in the sum of texture memory being used by uncompressed textures
                
                
                
                
             
         
        
            
            
            
                
                Store page overlay are now using sprites instead of textures
Converted all pages
                
                
                
                
             
         
        
        
            
            
            
                
                merge from cargo_oilrig_path_fix
                
                
                
                
             
         
        
            
            
            
                
                Applied 
131183 in the correct branch
- Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
                
                
                
                
             
         
        
        
            
            
            
                
                merge from store_atlases/coverimage
                
                
                
                
             
         
        
        
            
            
            
                
                Added support for sprite in CoverImage, fixes messed up UVs when using atlases
                
                
                
                
             
         
        
            
            
            
                
                Enable sprite packing on build
                
                
                
                
             
         
        
        
            
            
            
                
                Exclude pack brandings assets from atlases, they need alpha and dont need to be POT
Some fixes
                
                
                
                
             
         
        
        
            
            
            
                
                Packed all the store media assets in POT atlases so they can be compressed as expected
Disabled mip maps on some media assets that do not need it (fixed size)
                
                
                
                
             
         
        
            
            
            
                
                Seek out targets that attack us eg if you're attacked by someone then set them as the target
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Delete old mannequin folder
- clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
                
                
                
                
             
         
        
            
            
            
                
                fix rotatable painting socket angle values
                
                
                
                
             
         
        
            
            
            
                
                Piper nigrum vines (27MB)
                
                
                
                
             
         
        
            
            
            
                
                Decor DLC wallpaper (42MB)
                
                
                
                
             
         
        
            
            
            
                
                Pilot ejector seat occlusion and normals (12MB)
                
                
                
                
             
         
        
            
            
            
                
                Pilot hazmat (120MB, though unsure how many textures were used in end product)
                
                
                
                
             
         
        
        
            
            
            
                
                Coconut torso armor (25MB)
                
                
                
                
             
         
        
            
            
            
                
                Enable streaming on mannequin textures (16MB)
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from hackweek_crosshair_customization
                
                
                
                
             
         
        
            
            
            
                
                Fix crosshair rendering below scope overlays
                
                
                
                
             
         
        
            
            
            
                
                Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
                
                
                
                
             
         
        
        
            
            
            
                
                Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
                
                
                
                
             
         
        
            
            
            
                
                Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_streaming_wallpaper -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
                
                
                
                
             
         
        
            
            
            
                
                Enable texture streaming on wallpaper floors
                
                
                
                
             
         
        
            
            
            
                
                merge from rotatable_paintings -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Filled all the refs in all takeovers, removed the direct page reference field
                
                
                
                
             
         
        
            
            
            
                
                Switched back store takeover page overlay references to GameObjectRef instead of using direct references
                
                
                
                
             
         
        
            
            
            
                
                Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
                
                
                
                
             
         
        
            
            
            
                
                move colorpicker to separate assembly, refactor some jank third party code
                
                
                
                
             
         
        
            
            
            
                
                Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third