198,711 Commits over 4,140 Days - 2.00cph!
Merge from nameplate_optim
Merge from trimmed_asset_warmup/scene_warmup
Started implementing new store grid and tile designs, sill wip
Improved the tile grid auto sizing, should do a better job at filling grids
Fixed some NREs
Get rid of per frame allocations when updating nameplates
int/long convars now return memoized string values for smaller values
improvised walkways progress
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
avoid redundant sky ambient calc between fog and clouds, can be shared
Fix HasBrokenWeaponMod GC allocs through Linq
Fix profiler leak in foliage grid
Update: BaseRaidBench - move BenchmarkUpdate to Update
Hopefully will avoid confusion on why we have multiple update methods
Tests: ran the scene
Fix bee grenade and rocking chair collider meshes not having read/write enabled
fix relief mapping not applying to AO map
Electric Table Lamp - Added volumetrics, light bulb, lit up version, WIP texture pass
Adding COL meshes for floating walkways
Merge from trimmed_asset_warmup/scene_warmup
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
Update: promote hack to fix
- expanded the explanation a bit further why it should stay
Tests: none, trivial change
Lowered the top of the locker collider so deployables dont float on top
Fix collision not working properly on heavy and shotgun scientists
Dispose of native arrays at the end of query vis job.
Implement being able to find previously dropped items by using the metal detector.
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
Fixed merge with new iconrender flow, added editor tools to custom editor
improve the header transparency
Make 'favourites' red closer to the heart red
Fixed interaction toast appearing at weird parts of the screen
setting up SAR updated viewmodel anims
Fix connection modal last played phrase adding to itself
Translate wiped 'old' and last joined 'ago'
Numerous server browser fixes:
Huge browser code cleanup
Onloaded system which calls when bootstrap finishes loading the scene
Remove ServerMetaData updated listener when a server browser list is turned off
Better refresh button behaviour
Update Abyss pack for barrels
ghost ship model split, some reorganizing
Hack: workaround for the BurstClothManager NRE - clean the run in Update
Will fix the burst cloth related prefabs in a separate branch.
Tests: ran the benchmark - no more NREs
Merge from trimmed_asset_warmup/scene_warmup
Fix FoliageGrid NRE on disconnect
Setup Folder Structure and Placeholder Improvised Planks Material
Added Placeholder Improvised Planks Textures
All of the building skin pages
Probably fix crash when canceling connecting to a server on "loading world"
Add editor tools to save time on workshop screenshot settings
lumberjack, wallpaper starter pack pages
Gesture, Graffiti, Ice King and Jungle pages
Remove plugin compile defines
- Allow scientists to hear other scientists shots, fix situations where scientists are engaged in a gunfight but their friends don't care if the player doesn't shoot back / has a silent weapon
- Pull reload sounds directly from the weapon instead of copying them in another array
Abyss, Arctic, Frontier, Frontiersman page setup