198,677 Commits over 4,140 Days - 2.00cph!
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
Change log for prefabs not found in any asset scenes from error to info
Only log this in development builds - occurs in AnimationEvents for things like the wire tool
Remove redundant scene unload code in LevelManager
Remove LevelManager logs in non-development builds
Re-enable scrappy damage fx, disabled when waterlogged
Update: BaseRaidBench - output avg projectiles per frame
Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average)
Tests: ran the scene
More consistent refresh button behaviour
Call favourite refresh on active refresh
Move a bunch of method logic out of local stacks and just into the method call like it should be
Older server browser update queries wont update the UI, only the most recent one will. Stale ones are chucked
Update: BaseRaidBench - support skins for spawned bases
Tests: ran the scene in editor
Polished the panning settings
Change ping header to 'last played' in favourites
Try running pre warm without cache (cleaner behaviour - needed for the modal)
Refresh all can force cache on or off
New shorter streamermode sanitise
Prewarm the server browser, so when you access it it's already filled with servers
potential fix for client weather.load clouds not being overridden by subsequent server load
Reset connection viewer description to the top on open
Removed a bunch of crappy logs
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases
- Export the model bitmask for building blocks
- Updated the base json
Tests: ran the scene
Skin viewer takes the entire screen when fullscreen
Changed button hitbox, was overlapping other UI stuff
Fixed a bunch of server browser buttons/filters using the wrong material after the cleanup
Rewrite foil shader so it supports soft masking
Fix broken premium icon shader
Fix broken premium text shader
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor
- Done via temporarily shutting down steam connection
Tests: opened the scen from the demo after running the benchmark
Update: move building hierarchy sorting to export
- also fixed the bug with using Append instead of Enqueue
Tests: ran BaseRaidBench scene
Update: BaseRaidBench - spawn bases around the firing circle
- added the largest base from my demo
Walls are borked, same issue as editor, gonna fix next.
Tests: ran the scene
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Go over cases where scientists can react too fast to noise / being hurt, and improve them
Skin viewer zoom controls
Blur is full screen
Make all buffer memory blocks have a Swap() function
Make new no buiid zone shader more transparent.