130,572 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_streaming_wallpaper -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable texture streaming on wallpaper floors
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from rotatable_paintings -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Filled all the refs in all takeovers, removed the direct page reference field
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched back store takeover page overlay references to GameObjectRef instead of using direct references
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
 
                
                
                
                
                
             
         
        
            
            
            
                
                move colorpicker to separate assembly, refactor some jank third party code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix chainsaw hit sounds not playing in first person
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on dynamic nav obstacles
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from lop_entity_spawn_time -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix accidental negative collider on sail post
 
                
                
                
                
                
             
         
        
            
            
            
                
                halloween floorpaper setup and wip textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix getting stuck in the wander state if we exit seek without reaching our target
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: UI_Store - drop UI_StoreItemOverlayPage references
- resaved prefab
Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles.
Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from fix_tags_levelurl -> main
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Include level url in server tags
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prepare migration of entities currently having a navObstacleComponent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Static versions of deployed/world model props, replaced in scene
 
                
                
                
                
                
             
         
        
            
            
            
                
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                ▇▌▍▆▉▆ ▉▉▆▋ ▉▉ ▊▋▊▉▌▄▌▌▊▌▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▊▆▄▄▇▅ ▄▅▇ ▋▋▍▆▍▍█▇▌██ ▊█▉▋▆▊ ▊▉█▆▆▆ █▆▋▍▉▌▄▊█▌▍.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Plays the correct third person deploy sound
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▋██▅▆▌▇ ▄▊▌▌▊▅▅▅█▋▍ ▋▍▍ ▊▌▅▇▊▆▆ ▇▆▋▅▊▇▌▊.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added IClientComponent to CullWhenInside so they never spawn on the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
 
                
                
                
                
                
             
         
        
            
            
            
                
                floating city 2 layout update, connected most barges and piers together
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
 
                
                
                
                
                
             
         
        
            
            
            
                
                Harmonised plywood across scene, added another plywood variant