198,656 Commits over 4,140 Days - 2.00cph!
Merge from viewmodel_workshop_fix
Fixed guitar rendering twice in workshop skin uploader
Add Workshop editor to the scene loader
Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
Adjust shadow fade transition
Merge from trimmed_asset_warmup/scene_warmup
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
Merge from censorship_cubes_alt_look
Merge from lighthouse_ladder_climb_fix
Censorship cubes will now be disabled if the player alt looks and we disable the player body
Added a new enum based CurrentCensorState getter in ConVar.Global so we don't need to compare ints to check censor state
Remove optimized loading from the experimental options menu
Skip UI prefabs and skip scanning for additional references in the props prefabs
Skin viewer framing tweaks, added discord trophy
Merge from fix_paste_stability -> main
Fix stability not being updated when a base is pasted with copy paste commands
Skin viewer: added subtle idle swaying when the model hasnt moved for some time
merge from qol_print_queues -> main
Add `printqueues` command to print off all ObjectWorkQueues in console
- number of items processsed, size and total execution time
- must be admin to run command
- available on both client & server
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
Fix spawning world not correctly waiting for additional asset scenes to finish loading
Item modal new design
Fixes
merge from qol_autosave_convars -> main
Add convars for `saveframebudget` (was defaulting to 5ms) and `pauseindustrialduringsave` (default true)
Merge from hardcore_refresh
Premium CD opens the premium modal
Fixed vanilla gamemode button using the wrong icon
Add back the premium modal
Hook it into the premium tags as usual
Adjusted map fade in animations on in-game map and death screen map to properly hide underlying info
Server Browser:
Show a no servers found image if there are no servers found
Show a button to 'remove filters' if there are a bunch of filters set and no responses from the query
Animations
Bunch of cleanup
Fixed clearAllFogOfWar not working on large maps
Enable Burst on DrawPixelsJob
Remove most of the LINQ from GetFilteredSortedServers() - improves performance by around 20%
Preallocate 1k entries in server info listing - still not enough but better as it doesnt balloon early
Fixed map marker sfx still playing even if map markers are disabled by game mode
Fixed being able to research items that are marked default craftable but also blocked for crafting in the current game mode (eg. eoka)
Fixed being able to research redirect skins of items that have been marked non craftable by the game mode
Possibly fixed out of range exception when saving fog images
Fix alphaHitTestMinimumThreshold error spam
Skin viewer framing tweaks for rock, doors, hammer and fridge
Added per-item settings
Fixed store NREs when Steam is down
Remove MAX_TEXLIGHTS limit from VRAD
Update prop water level calculation
More accurate water level for props, so props half submerged are no longer considered fully submerged.
Explosion code now updates the water level before checking, so RPGs can properly explode floating props now
More 64bit progress - VBSP almost runs
It still needs vphysics, and model related changes
Partial model related merges from x86-64
VBSP warns when vphysics.dll is missing
Increase physgun_maxrange maximum value to 32k
Start on additional auto-screenshots for workshop submissions
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
Merge from trimmed_asset_warmup/scene_warmup