125,922 Commits over 4,171 Days - 1.26cph!
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
merge from fix_streaming_wallpaper -> main
Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
Enable texture streaming on wallpaper floors
merge from rotatable_paintings -> main
Filled all the refs in all takeovers, removed the direct page reference field
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
naval_update -> scientist_boat_ai
move colorpicker to separate assembly, refactor some jank third party code
Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
Fix chainsaw hit sounds not playing in first person
First pass on dynamic nav obstacles
merge from naval_update -> deep_sea
merge from main -> naval_update
merge from lop_entity_spawn_time -> main
Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
Fix accidental negative collider on sail post
halloween floorpaper setup and wip textures
Fix getting stuck in the wander state if we exit seek without reaching our target
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Update: UI_Store - drop UI_StoreItemOverlayPage references
- resaved prefab
Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles.
Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
merge from fix_tags_levelurl -> main
Include level url in server tags
Prepare migration of entities currently having a navObstacleComponent
Static versions of deployed/world model props, replaced in scene
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Plays the correct third person deploy sound
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merge from naval_update/deep_sea
Added IClientComponent to CullWhenInside so they never spawn on the server
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
floating city 2 layout update, connected most barges and piers together
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
Harmonised plywood across scene, added another plywood variant