110,901 Commits over 3,897 Days - 1.19cph!
Updated hex-a-gone tile LODs
Added final tile art for Twitch HexA Gone (models + materials).
Fixed CUI InputField font loading, Texts and InputFields now share the same font loading code
Updated Wallpaper View Model and World Model to fix stretched UVs
Merge from ai_wolf_iteration
Fix compile errors caused by serialized fiels in server only parts of the code
Merge from ai_wolf_iteration
Fix editor only code causing compile issues
frontier gate and wall meshes
Added WallpaperModelRenderer to the wallpaper item preview prefabs
updated swamps and bandit town swamp topology
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
Fix outstanding bugs on DLC views
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
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Merge from ai_wolf_iteration
Fix editor only code being used outside of editor directives
post-merge waterinfo query fix
Merge from ai_wolf_iteration
Add more weapons to editor combat loadout
Make targetting component more robust, make wolves react more believably when shot with long range weapons
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Merge from elevator_parenting (includes tunnel network layer visibility system)
Post merge formatting fixes
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args
merge from world_update_2
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
merge from store-ui-dlc-pages
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)