2,846 Commits over 2,072 Days - 0.06cph!
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Add layer-specific map markers for moon pools
Set up map renderers for underwater labs (stomp these if you need to - they're set by a script)
Fix some issues in the critter shader making fish render all weird
(probably needs a forked version for things other than the fish though)
Add renderlabs command to generate a PNG of a specific floor of the underwater labs map
Add support for layer-specific map markers
Make an enum for the map layers
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Auto switch between map layers depending on the player's current position
WIP map updates to support multiple underground layers
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Cherry pick everything (rip branch explorer)
Manually lazy init the skin approval list (no more static constructor)
Catch and log exceptions when building the approval list
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Improve mugshot camera orientation a bit
Speed up writing to sv.files.db
More reliable check to see if a mugshot is loaded before displaying on the UI
Some mugshot rotation improvements
Automatically delete mugshots from sv.files.db
FileStorage cache is now backed by a MruDictionary instead of Dictionary (LMK if this breaks stuff in any demos)
Auto-refresh mugshots once in a while
Pooling fixes
Don't render mugshots if the player isn't visible
Only set targetId in death notifications if the killer was a player (previously included NPCs)
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Add nexus.redirect - a client command that makes the client switch to a different server, runnable from the server
Disable immediately unloading unused mipmap levels + clarified texture.stats a bit more
Add net.visibilityradiusfaroverride and net.visibilityradiusnearoverride to override the networking radius of entities
Note that this affects everyone on the server so you should never need to change it (but should be useful for demo recording)
Value is specified in grid cells which are currently 32x32m and the default value is 8 (or 256m), values <= 0 will disable the override
Far is the normal view and near is the secondary view (CCTV etc)
Update computer station UI textures because they were NPOT so couldn't be compressed
Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats