130,547 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Fix NONE compile error in Shield.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from dynamic_occlusion_pausing  -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set dynamic_occlusion_pausing to enabled instead of disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from industrial_pipe_batching -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_memory_batching_detailed` command to print out memory usage of individual batches
- can supply filter to filter based on material name
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from industrial_pipe_batching -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make `batch_industrial_pipes` a non-admin convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully
- batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slightly optimise command reordering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Jobified instance reordering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor improvements to Lua's render lib
* Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan)
* Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things)
Minor cleanups
Added render.GetFogMaxDensity
Added a self-check to CBaseHandle::Init
Fixed 2 minor compile warnings
Defer OnRequestFullUpdate if not in main thread
GHA/Steamworks prepwork for network_test branch
Fixed potential nullptr server crashes in networking
Minor cleanup/compile warning fix
Fixed a potential issue with bad BSP embedded files
asset:// supports .svg
Reject non texture customization files
Win32 unicode file search support (disabled)
file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_sprinklers -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not
- default enabled
- refresh_renderers will update placeholders if convar is changed
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: convert error logs to error-once logs
The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: adding more logging in an attempt to catch baseplayer NREs
Tests: 2p local session with spectating, disconnects
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Cannons can only be mounted on finished boats.
Call base mount showif checks.
Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - Added baked viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set dressing polish and some boosted bounce lighting in floating city 3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added boat building station deployment guide prefab with latest artwork
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch more stuff to using cached parts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Re-add hull flag, set on hull blocks.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added CachedBoatParts<T>
Cache lists of blocks, anchors, sails for now.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                added an elevator shaft to the casino roof in FC4
 
                
                
                
                
                
             
         
        
            
            
            
                
                standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                raised security tower cover
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                removed Deferred Mesh Decal script from mesh object parent
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed double LODing method on prefab causing errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                supply signs lods, collision
 
                
                
                
                
                
             
         
        
            
            
            
                
                Casino LOD/COL/Prefab progress
 
                
                
                
                
                
             
         
        
            
            
            
                
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                HLOD and s2p for floating city 3
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                merge from contactsmenu_fix