137,276 Commits over 4,474 Days - 1.28cph!
merge from apartment_disconnect_teleport_fix
merge from rentableshop_item_move_fix
merge from rust_relay_server
merge from master_key_despawn_time_increase
merge from charms_ownership_fix
merge from apartment_door_teammate_fix_2
merge from sleeper_safezone_turret_fix
merge from apartment_estimatedvalue_fix
Added the twitch drops render scene to the "Scenes" unity menu
Deleted an old, broken prefab in scene
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes
Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms
Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments)
Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
Fix shield not rotated correctly while holding vanilla hatchet
merge from triggerbase.ontriggerenter_nre
Potential fix for triggerbase on trigger enter NRE.
Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
Fixed an infinite loop in the client shadow system
Fixed MacOS & Linux SRCDS compile errors
Improve error handling with missing data in <gamemode>.txt files
Fixed procedural bones not working correctly
* Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code
Prevent main menu backgrounds scanning 2 paths on file open
* Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately.
Don't fruitlessly search workshop content for every mounted path
* Only search in addons for each Workshop path
Minor cleanups
Do not mount gamemodes/ for menu state Lua
Fix NPC Shop vendors facing the wrong direction after save load
Resolved timeout issue on map upload
keep a dropped key around for an hour rather than 5 minutes
Fixed ban notification report date being wrong, will now show the date of the first report
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid
- added editor only way to copy id (need a way to do this in standalone)
Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
Don't send room network update twice
Clean up methods
Refresh blocker state constantly if inside the invisible door toggle
Founders Door - lowpoly and first texture iteration
Also fix MeshLOD spamming errors when first adding the component
Implement arted up variant of powerplant fuse box
- Fuses visible in fusebox according to which slot they are placed in
- Use gib for popping out spent fuses
- Add custom loot panel for the powerplant fuse boxes
- Move powerplant fuse condition loss to a convar
Also:
- Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled
- Fix loot panels reverting to the quick craft panel when closing the entire panel
Consistent icon sizing for animation buttons
Camera scroll zoom shift tooltip
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay
Original implementation made it very difficult to discern anything in enclosed spaces
Tests: used it in apartments
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Update blast door blocker to use RendererLOD
Fixed streetlight volumetrics hue not propagating.
Pop fix.
S2P.
Added sounds to charm equip/unequip and code tweaks
Merge from MonumentBlockers2
WIP stacked tables/desks monument blocker
Occlusion tweaks & shadow priority improvements.
Removed distance flares from basement assets.
S2P
Bigger button style in scroll views
Final light tweaks & polish fixes.
S2P.
Workshop skins now loading correctly with their icon
Market lighting tweaks for the changed layout.
Update(editor): use same color for lod level of occludee when rendering ss bounds
- also added memoization of lod level
Tests: none, trivial change
Fixed RidableHorse ProtectionProperties leak
Update(editor): use different colors for visualizing occluidee screen-space bounds
Red for dynamics, cyan for statics, purple for grid
Tests: visualized swing - saw all 3 colors