135,687 Commits over 4,474 Days - 1.26cph!
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet
Tests: compiles
Merge: from culling_falsepos_improv
- Bugfix for NRE blocking connection to the server
Tests: none, trivial change
Merge from culling_falsepos_improv
merge from flat_estimatedvalue_sleepers
merge from culling_falsepos_improv
merge from demo_shotlist_fix
Merge: from culling_falsepos_improv
- Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group
- Update(debug): improved output of some of these tools
Tests: used these tools on craggy and apartment
merge from piemenu_binds_feedback
Fixed Demo "Shot List" and folder buttons not working
Fixed bind texts overflowing
Update: expose more of culling debug tools
- DebugShowStats - same as PrintStats, but continuously rendered to screen
- DebugDrawHiZMipChain - draw all depth mip levels on screen
- DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable
Tests: used all on craggy
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
Prevent all melee damage to doors whilst outside the raid window.
Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
merge from apartment_early_evict_fix
Only advance the baseline when we report a change
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
blast door gib material fixes
merge from doorcontroller_restart_fix
Fixed door controller triggering on server restart
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
merge from horseprotection_leak_fix
merge from wallpaper_deploymismatch_fix
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint.
Some basic whitebox layout for the control room
Fixed wallpaper construction switching mismatch
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
halloween costume mat setup
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
halloween costume prefab conditionals
LOD stages for stacked desks monument blocker
Viewmodel for halloween costume
Possible fix for apartments evicting players after a few minutes
Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values)
Would have affected servers with 24h+ uptime more severely
merge from ClanActionResult_leak
merge from bannotification_date_fix
merge from raidwindow_convar_fix
merge from skinviewer_charms_fix
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager
Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes)
Add UI Blur profile to BlurManager with variable blurSize
Add UIBackgroundBlur component to ingame menus
Setup UIBackgroundBlur tweening to match old behaviour
optim: merge modules, running a bunch of anim jobs seems stupid expensive
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile