144,939 Commits over 4,413 Days - 1.37cph!
merge from optimize_deep_sea_texture -> main
Change deep sea height data from managed -> native array
Exterior lighting progress & related files
merge from iolines_shader_fix
Fixed remaining hose IO material still using the wire shader
merge from wallpaper_defaultskin_fix
Fixed wallpaper skin picker not showing the default skins, regression from last month
Russian roulette progress
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()
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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
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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