136,841 Commits over 4,324 Days - 1.32cph!
corpse prefabs updated:
- removed gib from comps corpse
- comps corpse box bounds
- metal corpse box bounds
- removed deploy volume from stone corpse
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Fix PartialMobileStaticGrid NRE on startup
Fixed store skin tile header text wrapping issue
Fixed browser not selecting a tab by default (regression from 144689)
merge from store_dashboard/menu_loading_changes
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate
This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling...
Various cleanup, can now get rid of a bunch of hacks
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
Merge from signalcomputercollider
Merge from mobile_grid_fixes
Make sure you aren't teleported back OOB when coming back from the deep sea
Fixes boat exploding when exiting the deep sea near the edge of the map
Force the player model to play the deploy animation when switching between entities that use planners
Restore the models I deleted from main that are still used in that branch
Updated held positions for all guitars + bass
Removed animator from sks
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
Terrain mesh collision cells wip
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
Merge from tunnet_netgroup_fix
Added two console commands ClearContainer and ClearContainer_radius
Automatically generate help text for convars with args that don't have help text in the attribute
Fixed disable world prefabs pref not disabling for all paths
Added some logs to help solve the mystery of the missing deep sea portal
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Add RendererBatch to box conditional contents
Collision, gibs, prefab setup
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Merge: from optim_jobs2_builddepchains
- Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better
Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apartment complex b progress
Update(tests): adding Perf_BuildSnapshotDependencyChains
Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms).
Tests: ran perf test
Moved drop controller and hero modals warmup to the home tab warmup
merge from indirect_instancing