138,075 Commits over 4,324 Days - 1.33cph!
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Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
Boat building blocks can always be demolished (in edit mode), removed timer.
Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
new textures for building generic trim set to enable vertex blend use
Merge PR: Toolgun trace not hitting parented props re-fix
Fixed a crash to do with HTLV
merge from painting_qol_fixes
Also fix singleplayer networking of health for NPCs
Player text chat cleanups
* Removes unused usermessage SayText2
Get rid of unused VoiceSubtitle usermessage
Unregister unused usermessages & their handlers
* HintText, KeyHintText, AmmoDenied
* Deletes CHudHistoryResource
Remove the unused, never working Hint system
Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer
Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage
Bump network version
added flag toggle for hopper on all component boxes
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents.
Added flag for hopper on component boxes, to hide some parts of visuals
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk
- pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor
- only dispose NativeSimData once when it's shared
- saves 80MB
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
merge from optimize_sleeping_bag -> main
merge from optimize_sleeping_bag -> main
exported updated 3p bone knife anims
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
Tweaked the tropical texture atlas source files to solve the puddle issue.
merge from indirect_instancing (build fix)
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
Fix client and server build 🎳
Merge from treasure_mission_fix
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
Fix a few boat piece construction placeholder meshes.
boat_ai_reverse_preference_fix -> main
Setting up burstcloth and skinning for ghost sheet
fix missing z-buffer when rendering forward opaques
Fix bbs not setting owner id correctly with deploy & edit
texturing progress - apartment complex
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal
Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
Added coffee table to prefab
merge from indirect_instancing
* Fixed doors getting detached when operated on a vehicle with indirect instancing
* Fixed ghost objects being left behind if they had skins applied.
* Fixed debug overlay not returning correct results in the editor
* Improved debug overlay to be more useful and readable
* Added prototype SIMD collider-less raycasting code. (WIP)
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)