126,100 Commits over 4,171 Days - 1.26cph!
Add button to toggle off player model when viewing skins
merge from modding_cui_dragdrop -> main
Cherrypick other CUI improvements that were merged to github but not in game
- allow changing the color of the color of buttons when they are moused over
Exclude read-only commands from the default config
merge from modding_cui_dragdrop -> main
Cherrypick draggable_cui branch
merge from modding_user_info_lang -> main
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations
Include user language inside GiveUserInformation packet
- allows modded servers to adjust loading messages right away
- shouldn't require a network++
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations
merge from editor_selected_texture_memory -> main
Add texture estimation tool when selecting assets in editor
- right click textures, select `Sum Texture Memory Usage`, it prints out the memory usage of textures
merge from fix_streaming_misc_textures -> main
Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps
browser_scrollview_fix_2 -> main
Try togling the categories to fix only 4 entries showing up - seems to be a valid fix in actual build
Add search bar for list, tweak style of the item selection after changes
Sofa and shipping container fixes
merge cherrypick_queryvisjobs_optimizations to main
cherry pick query vis optimizations
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
merge from meta_shift/loot
recycler added to dome green card puzzle room
Fixed CoverImage uv issues when using textures instead of sprites
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
Switched out dropdown item type selector for a list with updated styling
Update: FilySystemBackend supports "dynamic" asset bundles
- updated store overlay pages to use it
Was able to succesfully load up Abyss store page, observed no stutters. Confirmed with memory profiler that abyss textures were loaded only on entering the page, but discovered that they remain afterwards despite unload (as they're still owned by asserscenes.bundle somehow) despite ui/store.bundle being unloaded. That'll be next.
Tests: used both normal and bundle backends in editor and navigated to Abyss page. Built a debug client and navigated to Abyss page, took snapshots. Built Release client to see if stutters are present.
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
Restored missing assets on exhibit decor pack and floorpaper pages
meta_shift/loot -> meta_shift
merge from burst_1_8_25/determinism
- brings erosion determinism and some jobified heightmap/topology sampling determinism
Add import/export/reset buttons under the preview crosshair
Reset button loads default crosshair settings
water treatment plant puzzle update
s2p
updated trainyard puzzle
s2p
powered_water_purifier_pickup_fix -> main
Fixed not being able to pickup the powered water purifier even when its empty
Fixed jungle building skin sprite atlas not referencing the right folder