121,428 Commits over 4,018 Days - 1.26cph!
Merge from adminpanel_ugc
Display entity id in UGC entries
Fix NRE when clicking on a star on a pattern UGC
Use client side information for pattern boomer if available
Can now search for entity id's in the UGC filter (requires an exact match)
Merge from content_reporting
Fixed reportsServerEndpoint convar not being used if printReportsToConsole was set to false (can now send exclusively to an endpoint without writing to console)
Arctic base topo & splat finalization.
Add server.reportsServerEndpointKey for verification
Try/catch report endpoint post
The Generic and Generic_Resizable loot panels now automatically resize to support title text that goes beyond one line
Finalized sculpts/spawns around arctic base
Merge from devlocalcoord_shader
Additional tiled cube prefabs (rock, gravel, ice, stone, etc) - still WIP
Merge from async_loading for some testing
Encode screenshot and include with report
Added UI info for the unloadable wagons
Disable unloading the monument bundle when the client has 16GB or more RAM for faster server joins the second time around
Set global.forceUnloadBundles to true if you want them unloaded anyway
Also fixes the server not unloading the bundle on this branch
Merge Main -> Trainyard Update
S2P trainyard, fixes output hopper interaction working only on my test map
Reduced wetness smoothness because it was too glossy
Reduce asset warmup spam in server log
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Fix asset warmup not actually running for non-poolable assets
Sort the asset list before starting async loading
Set reflection multiplier to 1 for player construction environment volume type
Post process tweaks to fix dark sky in some biomes
Run asset warmup with a higher priority for poolable assets so prewarming the pools doesn't need to wait as much
Added a few missing material params, thickness based foam
Set ambient color to 60 to make shadows brighter
merge from trainyard_update
Lifted shadows on underwater lab and underground postprocess profiles
Merge from cubemap_ambient_light
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Tweaked forest moss material because it was too bright with the new lighting
Adjusted ambient multipliers for the environment volume types
Tweaked post process settings
Added secondary ambient color to the skydome
devlocalcoord shader with bump + spec for Paddy
World reflection quality slider in settings goes up to 3
navmesh/area type switching wip tests
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
Merge from cubemap_ambient_light
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)