241,434 Commits over 3,867 Days - 2.60cph!
Fixed concrete_e_sewers material looking black under low shader level
LightExProcessor - fixed GC allocs rebuilding job data, don't realloc results array unless growing
Fixed mud_a_sewers material looking black under low shader level (powerplant)
Fixed checksum mismatch when using server level transfer
Added server.leveltransfer convar
Added maxpacketspersecond_world convar
Renamed maxrpcspersecond to maxpacketspersecond_rpc
Renamed maxcommandspersecond to maxpacketspersecond_command
Remaned maxtickspersecond to maxpacketspersecond_tick
Renamed maxcommandpacketsize to maxpacketsize_command
HL2 jeep gets its gun on HL2 maps automatically
Moved dog footsteps clientside
s2p powerplant monument: fix for broken coal material on train carts
Fixed killing yourself with the Jeep's Gauss Gun making the vehicle bugged, unenterable and sometimes driving forward endlessly
Fixed Rollermine NPC on fire constantly jumping and not doing much else
[D11] [UI] Updated translation for Server Search OSK on Find/Join Server page.
[D11] [UI] Fixed translations of various OSK's on reporting flow and server admin pages.
Added lots for garages. Buildings generate a polygon.
[D11][UI] Removed unnecessary canvas renderers and adjusted canvases
[D11][OPTIMIZAE] Job stuff done for async mouth/spine/eyes. Need to do some checks to make sure its not slower than the original. I've turned off async skinning again because theres an error in the editor + i've seen some screenshots from QA and there are clearly still problems.
Fixed issues with (un)powered lighting in excavator; updated monument scene and prefabs
[D11] [UI] Fixed being able to give non-wearable or holdable items to lockers by default. Moved generic functions for loot panels out of water catcher and into base loot panel class as virtual functions. Added missing "Give" translation.
Made playerseed and shuffleplayerseed take optional argument that specifies the target player (only visible locally, only in demos or admin / dev)
Fixed some buggyness with garage door opening anims.
[D11][OPTIMIZE] SpinkIK/Eyes/Mouth multi-threading ( but still disabled, having local build problems need to clean up )
Extended Excavator prevent building volumes around collection areas
Excavator harvest menu typo fixes
Fixed and cached a bunch of UI stuff that was making it really slow to select/deselect units.
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Decoupling view stuff from LocalPlayer
Fixed duplicated networkables in demo mode
Show producable item ingredient icons. More PlayerResources stuff.
[D11][OPTIMIZE] Preliminaries on player late cycle threading. D11_OPTIMIZE_PLAYERLATECYCLE to enable ( though I've disabled it for now because I've just done a naive thread to rid the unity errors/resolve the results )
[D11] [UI] Fixed item pickup notice disappearing when harvesting while it fades out.
[D11] [Audio] Recompiles pc crossvoice plugin as release.
[D11] [Audio] compiles pc crossvoice plugin as release
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Additional profile markers for CommandBufferManager fill delegates
Don't continue to process foliage grid if work is complete for current cell
[D11] Fix for loading incorrect user data into quick stats panel
[D11] Hook up leaderboard navigation
Added two more backup light boxes to raise disabled visibility from the outside.
Trying automatic culling mode on exhaust vfx to maybe fix the spritesheet animation occasionally glitching out.
S2P excavator
Add temporary logging to detect why peds stop buying drugs on the real server
Modifying item collect missions to avoid potential complications with other users picking up dropped items. Only give the item if there is inventory space. + warnings cleanup.