137,369 Commits over 4,352 Days - 1.32cph!
merge from skinviewer_checkout_fix (compile fix)
merge from fix_red_card_room_scientist_invisible
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
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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
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- 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
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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
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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
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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
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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