144,931 Commits over 4,413 Days - 1.37cph!
Fixed FlexGraphicTransform messing with rust icon rendering after the TMP update
merge from optimize_generate_textures_alloc -> main
Fix VS putting the wrong class name
Fix heap watermark allocation of 280MB when generating textures on startup
- switch from using managed array buffers in GenerateTextures() to NativeArray + Get/SetPixelData()
▆ ▇▉▄▆▇▊▄ ▇▇█▄▆▌ █▆▇▇ ▇▅▍▅▌▍▇▍▌▆ ▌▊▄▇▉▅▊▇ ▌▉▇▉▌ ▅▆▆▍ ▋▄▍██▉▊▋ █▅ ▅█▊▋▆█ ▇▆▊▆▄█▄ ▅▄ █▋▄ ▌▆ ▋▍▊ ▍▊▍ ▌▌ ▇▅█▊▅ ▍ █▍▅▌▅▄█▍▉ ▄▌▇▍▌ ▇▄▌ ▊ ▌▅█ ▆▌▊▄▇▉▉ ▍▉▌█▇▄ ▊▅▆▌▍▋▋▌▇ ▉▄▇▄▄█▆ ▇▋▋▍ ▉▆▅▉ ▋▌▉▍▍ ▄▅█▍ ▌▅▆▌ ▍▋▅▇▊▍▆ ▉▋▆█▄ ▊▆ ▄ ▊▇▉█▄▊▄
▉▊ ▆▅▅█▊▉▅ ▍▌▄▄▅ ▅▊▉▋▄▊▋ ▍▇▌█▅▅▋▇█▋▍▍
lod baker: distinguish identical mesh names
merge from server_browser_description_loading_fix
Update Facepunch.Steamworks (22b352e)
Fixes the initial challenge request for A2S_RULES queries using the A2S_PLAYERS byte, causing server info in the browser to fail to load in some cases
Important: Server hosts need to ensure they use the A2S challenge mechanism correctly, otherwise their server's info / descriptions WILL NOT load
Fixed scroll speed issues
Fixed 3D view selection in 64bit Hammer + minor fixes
More minor Hammer fixes
Even more Hammer and 64bit related fixes and merges
More Hammer Cleanups
* Prevent hammer from writing raytraced preview to .tga files, seems unnecessary?
Minor fixes for 64bit builds
industrial garage door;
- fixed wire on door error, was a missing reference to root on closed collider and reference to deployable
cinematic animator updates
industrial garage door;
- fixed busy state model popping with the finished states. Should now be seamless between states.
industrial garage door;
- colliders fix
Glass AR - blockout mesh, initial prefab setup
merge from fix_steam_nickname_team_cache -> main
Listen for steam name updates via SteamFriends.OnPersonaStateChange instead of trying to clear cache every 30s after startup
- should prevent issues of cache being stale for ~5m sometimes making the issue more confusing
- still clear cache every 5m to be safe
Fix team nickname cache not being invalidated when adding/removing teammates or changing team
- I think this is the source of a lot of the weirdness: NameHelper caching names before you join their team on the server
stool A, B , C, D col shape improvements
▅▊ ▊█▊ ▊▆▍▅▌▉▄ ▌▌█▄▇▇▍▋▆▌██ █▋▌▇▄ ▇▊▅ █▌▆▆▇ █▋▅ █▆▊▊▊▋ ▍▆▉▌▋▅ ▇▆▅▇▆▅▍▌▋▍▍▋▆█▉▍▊▆▊▌ ▉▌ ▆▍▆▌ ▌▋▌▊ ▋▅▊█ ▌▆ ▋▌▄▆▉▍█ ▉▇ ▌▇▅▆▄▊▇▆▍
merge from fix_prevent_building_monument_scale -> main
exported updated 3p jump north animation
Bunch more rework/refactor
Cherry picking commits from ai_recast_integration
reduced physics log level from "verbose" (the default) to "default" (which isn't the default)
- also disable OnTriggerStay event generation because we don't use it and shouldn't
Some UI refactor, dedicated prefabs.
More cleanup, add convar to toggle free scrap/power up.
removed unneeded stuff for FakePlayer
Updating ghost sheet to fix burst cloth stuttering
exported updated 3p sprint animation and edited dragon launcher backpack holster position
Merge from .../batch_renderer_group
Added new sounds for the bowless crossbow
Industrial Torch - Updated model, added placeholder textures, redefined material separation and on/off setup, removed old meshes and materials
Russian roulette prototype wip
- Show cue
- Add line renderer to show where you're aiming
Fixed missing transparency in apartment interior trims (for steps)
Fixing FPBuild path var in unity tests step in Jenkinsfile
merge from PlayerRigUpdate2/asset_cleanup