258,105 Commits over 4,018 Days - 2.68cph!
Update: use PlayerCache for ServerUpdateParallel
Should enable us to optimize for data persistence - will attempt next CL.
Tests: played back staging server demo twice, got same analytics numbers
- Huge code cleanup
- Ensure spheres and hemisphere prefabs can be correctly swapped between
Adjust chatbox styling abit
Add "say" command so the server can talk to people
Don't lerp Gluon effects if the distance is too far away
Volume guide now disables properly when turning off
Try to use the closest instance (eg docked in that window) when we do 'Find in Asset Browser'
Fix wonky spacing in locations list
These hammer asset browser locations haven't worked in forever and nobody seems to care so bin
Hammer: hook up run map/launch in engine shortcuts
fix native build
dilate palette textures, fixes black pixels bleeding into bilinear sampling at ray intersection
Further heater zone placement refinements
edited crocodile sprint and swim attack anims
Switch away if we're trying to shoot mp5 secondary without any ammo
Added toggleAlwaysOn single entity command, sets flag for the IAlwaysOn entity you are looking at.
Updating reload animation with correct dart movement
Better solution for GluonWeapon NRE
Fixed not being able to equip MP5 when it has no primary ammo, but has secondary ammo
Corrected some incorrect heater growable sizes
Corrected a bunch of incorrect visual sprinkler radius size calculations
Reworked all cable tray assets + textures
retexture, downres, optimised and reuploaded
Ensure sphere prefab loads into memory correctly
- Proper prefab based volumes support
- Ensured prefab scales properly
Flipped combat knife mesh in v and w to have parity with the workshop downloaded combat knife model, and now text doesn't appear flipped on the in-game combat knife. Have tested with all approved knife skins. This does mean some unapproved knife skins will have flipped text/symbols if they uploaded their skin with manual flip compensation.
Fixed client not granting premium status when value is exactly 15$ (matches API)
Fatal error on all VK_ERROR_OUT_OF_DEVICE_MEMORY results, don't invoke ErrorReports
Bump default avoidance for nav agents
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Added Ziggurat Water Treatment Tank Prop
Setup Basic Materials for Water Treatment Tank Prop
Fixes. Support for turning off.
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Merge from spatially_aware_env_volume_fixes
Fixed multi kill (1) showing every kill
Added a convar for disabling spatially aware environment volumes
Count unshadowed lights properly
[SkipHotload] in allocation / GC profiling types
Remove NodeLibrary.Push() calls
Fix access control errors
Re-implementing motion editor methods
Changed skin colour fallback colour to match the default workshop scene player model (red hands fix)
Upped multikill window by a second
Cleaned up zigg scene. Placed hatch doorframe. Rearranged gantries and enabled decals on material. Prefabbed zigg plus extra polish.
Very wip/testing toggleAlwaysOnAll command.
BaseOven initial always-on support, works without fuel and turns on if necessary.
TorchDeployableLightSource wip always-on support, creates a torch item if none present when toggled on. Doesn't drain torch durability.
merge from ase-camdepth-fix