134,236 Commits over 4,444 Days - 1.26cph!
merge from fix_scientist_weapon_leak
merge from divesite_boat_spawn_fix
merge from largeplanter_boats_fix
merge from pipes_boat_fix
merge from bbq_emission_fix
merge from farming_boat_fix
merge from floating_city_pb_safezone_fix
merge from storepage_boxes_wordingfix
merge from skinviewer_checkout_fix
merge from connectmodal_removeregion
Subscribe to network groups around the player in a chunky circle instead of square
Hide region text in connect modal - was a bigger issue than first thought
easter floorpaper style update
More very rough wip, now can support any held item if enabled.
Enable on held torch as a test.
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
- Command list
- Command button setup
- Flex scroll setup
Weapon mods now show individually on the radial menu, can be toggled individually.
Moved undo button, added short undo history
Populate radial menu for worn items.
RPCs for toggling individual items.
Individual worn item toggling now works.
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
Rustige Egg H - Updated icon
avoid NRE when enabling indirect instancing
Added support for optional vertex color tinting of the detail albedo on the standard shader
merge from hamster_water_wheel -> waterwheel_deployable
Tweaked UGC filtering panel toggle hitboxes
Copy paste tab: added paste options panel to set the different paste convar settings
Added undo button
Tweaked item tab button hitboxes
Furnace workshop effects controls
Update(tests): add perf tests for serial and parallel UpdateSubscriptions
Tests: ran it
Updated storage box store page description
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
Prepare refactor to have multiple navmeshes in same world
* new namespace for all new nav stuff to avoid confusion with old
* separate global methods
* navmesh instance methods
* C++ wrapper methods
* path helper methods
* geometry helper methods
Added support for multi-draw mesh motion vectors within the indirect instancing system
Initial work on a command list page so we can see all commands natively in game (convars etc)
Prepare work on moving navmesh
Fix odd history inputs + odd history loading
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions
- fixed a bug with stepping players who's timestamp is not due yet
- Refactored serial code slightly to keep the structure consistent
Tests: ran unit test
tidied up charms folde a little, added new sequential steam ids
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized
Needed to accomodate recent changes with tunnel net groups
Tests: perf test for snapshot deps now runs
Apartment lights - updated textures
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
add packet ref, tweaked array pool size