139,290 Commits over 4,383 Days - 1.32cph!
Play poof particles when fuse becomes visible
merge from junkyard_greencard_fix - build
merge from wiretool_fluidtankboat_fix
merge from devtools_escape_fix
merge from adminui_copy_fix
merge from loadoutUI_refresh_fix
merge from waterwheel_deployable
merge from skinviewer_chickencostume_bc_fix
merge from sessionmodal_fixes
merge from vclouds_refl_error_fix
merge from storehero_text_fix
Remove fuse lighting from mortar.
Add instantly firing on reload.
Fix firing point not being attached to the mortar.
Implement distance text
Implement velocity calc for mortar firing.
Remove aim direction resetting on reload (old inherited behaviour)
(Mortar seems functional, needs randomness and recoil.)
Make some progress getting Rust/Standard to work with BatchRendererGroup
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
FlexVirtualScroll:GetItem NRE fix attempt
Fixed title text not showing if the url is empty (igno
Url can now redirect to any store subtab
Fixed store hero title text not showing
Added and set up conditional meshes for wooden armor jacket and pants male and female
Bitumen roof texture set rework and masks
Renamed bitument roof textures for consistency
Updated ak variants to use custom spine and aim correctly (appears to have rollbacked at some point)
fix addfriend auth failure when TC/Privelege is not visible
Fixed chicken costume skin viewer burst cloth
Update: ServerProfiler.Init now resets managed internal state
- also added handle cleanup to ScopeRecorder and SlowScopeRecorder dispose, in case double-dispose gets called
This reduces test boilerplate slightly (as scope recorders have a timeout)
Tests: ran unit tests - they pass. still chasing native storage corruption
exported latest crossbow bowless viewmodel anims
Bowless Crossbow - updated worldmodel LODs to match the base crossbow
Added machete sounds and butcher knife inventory sounds
creating crossbow bowless viewmodel anims
added workbench tier 1/2 reinforced upgrades textures/materials + LODs
(gibs still need to be made)
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth
Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
merge from playerrigupdate2
Merge: from serverprofiler_recordscope_pause
Need it for experiments with profiling coroutines
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45.
Start cleaning up and removing a lot of objects from the old prefab.
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
shorten io info text for scaling issues
Visibility on heavyplate jacket and pants
merge from waterwheel_headbob
fix error rendering reflection probe when vclouds were disabled
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
made ProceduralMapRoadSimple usabel
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
kiosk shop sign lods and view distances/resolution for painting