143,908 Commits over 4,413 Days - 1.36cph!
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary
These objects were never released after a domain reload or a UnloadUnusedAssets call
This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Auto give rocket launcher and rockets + infinite ammo when starting to record
Added ddraws on hit building blocks
workshopsource fixes - electric furnace topology and spinner wheel uvs
spinner wheel bought up axel on base inside of 1:1 UV range
merge from mortar_prototype
Added electric furnace to render scene
merge from steaminventory_newitem_fix
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Include missing distance function in commit
Split shaders between stencil hole and overhead map
Fix subinstances
workshopsource electric_furnace topology fix
Reduce hole map distance for increased resolution
Move map pivot in front of camera for increased distance
Use DitherMaskClip for softer shadow edges
Don't render holes to texture border to prevent sampling clamp issues
Change to additive blend mode to prevent intersecting holes stomping data
Add triangle prism asset for hole shape
Replace alpha float cutoff with alpha map bool value in tile extractor
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Merge from main
Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
Fix NONE compile error in Workbench.Updates.cs
Merge from terrain_lowering_nms_large_cave
Remove region locations help print out
Prevent corruption of the net channel due to fragments
* Perform some self-tests when sending fragments over the wire.
* Especially if some brainiac decides to bypass net_maxfragments limits
Make concommand.Add errors non halting
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
merge from fix_submesh_batching_shipping
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually
- fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show
first pass on leaderboard complete, added throw timings in UI
merge from console_quickjoin_fix
Re-set the interaction toast to "connecting" after disconnecting when switching server
Moved HotReloadSettings.asset to an editor folder
Suppress all the shader error/warning logs on server startup
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Neon signs lighting & mat tweaks.
Adjust monument nav mesh bounds for NMS and military tunnels to fix AI not navigating on the surface
Playground.player updated
merge from console_quickjoin_fix
Apartment complex interior progress
Fix error when trying to join another server while already connected
Fix the interaction toast not updating to "connecting" state when pressed, causing issues when trying to spam-reconnect to a server
Krieg backpack holster offset pass
missing .meta files that didnt show up
mortar ammo world model prefabs setup
relinked so can be dropped.
added mortar world model too and linked.
update to manifest.
ammo types still need proper weapon rack setup
Turn host_state.interval_per_tick into double
* Fixes 64bit builds specifically truncating curtime to floats
Fixed clients getting stuck on loading screen sometimes
* CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats
* Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting values
Try disabling GETBUOYANCY on Linux clients
* The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds
Fix workshop support when Steam throws errors
* When Steam throws errors during subscription info gathering.