106,630 Commits over 3,836 Days - 1.16cph!
merge from staging_browser_changeset
valid saddle / seat checks.
seat capacity / availability checks.
fix flag conflicts.
reworked vista view of terminal sea side
wip ship barrier model
saddle items/equip and seat count wip
Tidy up, debug info, memory usage
merge from ui_scaling_2 - Fixed computer station UI missing scaling component
Rough hook up to HiZ culling system.
restoring
79956 on the correct branch this time (79950 - 79895)
restoring
79956 (79950 - 79895)
Window snapping, fixed bug with spill over.
touched v_eoka_pistol - animation troubleshooting
merged from pistol_slide_states
groupshared optimizations
Enforce cap, add a small animation
Prevent the map hotkey getting spammed into the map marker input field when the field is selected (trims the final character of the input field if it matches the map hotkey until that hotkey is released)
Team map marker support, including compass
Fixed computer station UI missing scaling component
Simplified how the system works a lot, fixed alignment issue.
Show the changeset in the server browser when on staging and the changeset doesnt match the client version
Add changeset to server tags "cs{changeset}"
Pool MemoryStream when serializing, only log json of events in the editor
Log when entities are repaired with a hammer, log the materials used in the repair bench
Fixed transmission in blendlayer
Move helper methods to seperate .cs file
Only submit stats from official servers
Change quarry to aggregate item amounts & add OnNPCVendor implementation
Cleaning shaders for bug that was already fixed
Use seperate interval for performance on server (1 min)
Added transmission to standard blendlayer shader set and tweaked transmission shader lods
Fixed shadow handling in transmission, can be made available in any standard shader now; nuked specialized transmission shaders
Merge from main -> gameplay_metrics
Test setting affinity manually for 7950x3d & set process priority to high
Show first three letters of a map marker label on compass
Adjust cave lift trigger hurt volume to hopefully prevent false positives
Splitting instances into buckets to save on memory