156,388 Commits over 4,536 Days - 1.44cph!
Merge from render_pipeline_testing
Merge from coveragequery_nre_frame_fix
CoverageQuery NRE fix when queries registered/unregistered multiple times on the same frame, check if pending removal first
Merge from legacy_anim_deletes_oct_2026
9 more fbx's deleted - space LR, HC revolver, minigun, blowpipe, blowpipe
Added ai.debugMoveDraw - can be used to disable DDraw when using the move/select npc
merge from main -> base_occlusion
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Optimizations
- add spatial grid for rooms (just like network grids) so we don't murder performance networking every room within 32m (because we actually testing this large scale now, not craggy)
- fix every room being checked on the server instead of only the room that the entity was deleted from
Created rich versions of all pies, all require cream to craft
Rich Apple Pie - 4x cream, lasts +5 minutes
Rich Bear Pie - 4x cream, +25% yield
Rich Big Cat Pie - 4x cream, lasts +10 minutes
Rich Chicken Pie - 4x cream, +16% chance for good genes
Rich Fish Pie - 6x cream, no mushrom required, +5 minutes
Rich Hunter Pie - 6x cream, no mushroom required, -10% bleed damage (now at 100%!)
RIch Pork Pie - 4x cream, +50% healing
Rich Pumpkin Pie - 4x cream, +5 max hp
Fix NaN values sometimes being generated for water level
Fixed workbench recipes not resetting between domain reloads
Fixed the item definition short name mismatch error on item definitions appearing while editing the shortname, as it would make you lose keyboard focus
New recipe - brioche bread (25% buff on bread stats, also requires 2x eggs and 4x cream)
Merge from decal_renderlod_collapsing
Merge from legacy_anim_deletes_oct_2026
Remove paintball gun anims
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
Added subsystems to knives and one handed melee weapons
Add possible solution steps to "Failed to init Steamworks" crash
Remove half-working spawnmenu-only check from citizen RPG check
* In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only.
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
Make sure that disabling room occlusion after enabling it cleans everything up
- we want all face definitions to be destroyed after disabling so we can re-initalize everything properly
- if initialization fails, only try once instead of getting stuck trying every frame
Fix the quick join menu not showing any entries
merge from reactivetarget_rcturret_fix
Fixed remotely controlled turrets not able to hit reactive targets with bows
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Add achievements for:
- Putting a note in another players mailbox
- Purchasing from the travelling vendor
- Starting a satellite crash event
Set all hatchets up with subsystems for better movement in locomotion
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merge from Jellyfish_branch
merge from jellyfish_movement -> Jellyfish_branch
Rollback changes to addon whitelist
* It caused issues on Linux builds with addons that use non English characters
Add some panel related hacks to account for community made addons
Port some color conversion implementations from x86-64/csgo
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit
* So it doesn't crash on launch. Needs investigating further.
Enable override of suit/health charger entities & combine mines
Add possible solution steps to "Failed to init Steamworks" crash
alien costume description
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit
* So it doesn't crash on launch. Needs investigating further.
Enable override of suit/health charger entities & combine mines
Optim: have HttpImage unload their images when store tabs are hidden
Need to go through all the screens and verify they get unloaded correctly
Tests: inspected general tab's grid contents while being ingame and toggling menu
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
Improve the warning if the spatial network grid IDs will overlap the reserved room ids
- change the encoding from hardcoded values to constants (confirmed behavior is identical)
protection setup on rocks and foundations
deformation protection
- pre-baked static protection from topology and spawned rocks
- entity-provided protection from foundations
Rollback format change to _rt_ResolvedFullFrameDepth
* This is a temporary test