137,304 Commits over 4,474 Days - 1.28cph!
Update: add debugshowoccluderid to help with filtering to specific occluder
Tests: used on Craggy to look at boxes
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
Update: couple more debug features for OcclusionCulling debug
DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged
Tests: used both to target props on Craggy
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands.
The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
Flare rig assigned materials update
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
Flare refresh animation 1st pass and set up for review
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component
Instead just use first found renderer as LOD0
Entity setup for stacked desks blocker
stacked desk entity backup (no mani update yet)
Stacked tables WIP (reverted entity due to bug, will remake)
merge from barrel_deploy_fit_shelves
merge from Lootpanel_Upkeeptext
merge from softcore_changelog
merge from masterkey_ownership_fix
merge from spraycan_reskin_refactor
merge from shops_vis_number
merge from demo_compat_bricking_fix
merge from pickup_monument_fix
satellite control room, some polish to set dressing
merge from apartment_disconnect_teleport_fix
merge from rentableshop_item_move_fix
merge from rust_relay_server
merge from master_key_despawn_time_increase
merge from charms_ownership_fix
merge from apartment_door_teammate_fix_2
merge from sleeper_safezone_turret_fix
merge from apartment_estimatedvalue_fix
Added the twitch drops render scene to the "Scenes" unity menu
Deleted an old, broken prefab in scene
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes
Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms
Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments)
Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
Fix shield not rotated correctly while holding vanilla hatchet
merge from triggerbase.ontriggerenter_nre
Potential fix for triggerbase on trigger enter NRE.
Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
Fixed an infinite loop in the client shadow system
Fixed MacOS & Linux SRCDS compile errors
Improve error handling with missing data in <gamemode>.txt files
Fixed procedural bones not working correctly
* Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code
Prevent main menu backgrounds scanning 2 paths on file open
* Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately.
Don't fruitlessly search workshop content for every mounted path
* Only search in addons for each Workshop path
Minor cleanups
Do not mount gamemodes/ for menu state Lua
Fix NPC Shop vendors facing the wrong direction after save load
Resolved timeout issue on map upload