113,173 Commits over 3,959 Days - 1.19cph!
marge from hackweek_renderlod_collapse
merge from ScrapHeliSpeedoFix
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Let's fix this properly.
- ALLOW swaps that take an item in a stack-limited container and try to swap it with another item that's stacked more than the container allows.
- TRY to take just one from that stack and leave the rest in the old inventory, while also depositing the item that was dragged out.
- CANCEL the process if the player has no inventory space for the new item (since unlike a normal drag-swap, we need an extra slot for the split item).
Frontier Hazmat viewmodel
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.
Lods + bakedLOD textures/material
Revert
98139. This revert:
- Fixes hover looting stacks of items into containers with an item limit less than the current amount on the stack.
- Fixes the same issue for right-click looting.
- Breaks drag-swapping two valid items between inventory and a container with an item limit less than the current amount on the stack (e.g. dragging a stack of engine components into a modular car engine slot that already has a component of a different tier - all but one item on the stack will be lost).
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Add convars to all of profiling analytics
- profiling_server to enable / disable feature (instead of relying on if upload url is provided)
- profiling_{feature} for each part we measure
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Fix unity hook not working by moving it from GameSetup -> Bootstrap
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Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
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Made scrap transport lighting not be so performance heavy.
Scrap transport instrument panel lighting tweaks. More gauge focused.
Rotor wash final distance and visual iteration.
Revamped CH47 lighting.
CH47 interior lighting no longer performance hogs everybody within network range.
FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
Small RotorWash variant.
Updated ground effects on all remaining helis.
Include "reserved" in serverinfo to see how many reserved slots are active
Add `print_reserved_slots` to see how much time each reserved slot has left
- underwater particle effect systems
- maintaining neutral buoyancy and stability forces when body is not sleeping
removed unecessary gc alloc in construction socket tests
player update. setup chainsaw 3p anim set
Broken vendor travel
Hardcoded turning radius
material improvements for storage warehouse
vendor truck wip model and basic materials
Added test fur trim setup to viewmodel
cherrypicking fishing_village_vendor_loadfix
Also include the screen border effect when in debug camera
Minor cleanup
Show the demo UI whilst recording when in debug camera
Added a popup warning the user if they're about to overwrite a demo with the same name
player update. edited lr300 3p anims to match the view model
storage building large progress
Invisible vending machine now checks for reserved6 flag on load. Should fix broken fishing village vendors without a server map wipe
Made a kill entity trigger. Should swap over cargo/bradley/vendor for performance
Updated Selection History editor tool
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables