131,257 Commits over 4,232 Days - 1.29cph!
merge from fillwater_improvements
merge from helicopter_flare_balance_pass
merge from harbor_swingbridge_parent_fix
merge from m15_3p_emmisive_fix
merge from tactical_gloves_skinnable - tac gloves now skinnable
Culling.env is no longer admin only
Added culling.skinnedRenderers, controls the player/animals culling system
Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Fix "ShouldBeRunning()" getting inverted during refactor
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Strip PropRenderer from spawned objects
Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach
Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though)
Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Add convars to control pool refilling
- refill_max_concurrency (default max 5 jobs queued)
- refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync)
- refill_immutable_optimization (assumes source prefab isn't being modified)
- refill_max_per_job (max number of prefabs submitted per job (default 30)
Better detection when no work is being done and avoiding burning the budget
Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full
- hardcoded for now
Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Forgot to commit changes from yesterday, added a score HUD
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Entered commands always generate a new timestamp
Put console command input box at the very bottom of the window
- Fixed dodgy scaling on the displayed entries
- More flex fixes throughout
- Command box clears after running a command
- Clear now works
- Save correct date/time format when copying to clipboard
- Trim <colour> tags when copying to clipboard
Port CS:GO's TexturePacker and FontTextureCache
* Fixes a weird font corruption issue
Fixed multibone static props flashing across the map randomly
Limit physics rescaling to prop_physics and sent_anim
Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Fixed multibone static props flashing across the map randomly
Limit physics rescaling to prop_physics and sent_anim
Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Console null check, removed unused vars
Developer tools tab init fix
Console UI NRE fix
Pressing enter with the item tab open focus on the search bar
Updated search bar styling
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
Fixed a bunch of console order of execution errors now that we do init in a different place
- Applied Flaviens shelf to fix messed up console init
- Ensured instance is set
- Merge conflicts
Pressing tab with F1 menu open cycle through all the tabs
Ensure developer tools warms up the console so it doesnt miss any startup messages
Setup copy, clear, log and log file commands
Clean: get rid of debug logs
Tests: none, trivial change
npc_missiledefense model + code adjustments
* works better now
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Bump mp_decals default to 1024, add description
Cleanups
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
Improve dedicated server workshop error handling
Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
Fixed retry logic for
Fixed decals not rendering in Hammer
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work