156,365 Commits over 4,536 Days - 1.44cph!
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
Make room network group IDs static similar to the other reserved values instead of instance field
- first 1024 IDs are for global groups
- last 6.5M IDs reserved for base occlusion
Merge from distance2d_fix
Skip the Y component subtract in Vector3Ex.Distance2D
flexbox_outofrange_nre -> main
armoured ladder hatch gibs
Fix Flexbox Out of Range error
Port some color conversion implementations from x86-64/csgo
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along
- Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity)
- used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks
- get rid of needing to register all faces explicitly in SaveRestore & copy paste
merge from painting_fixes
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting`
- only works with rrp enabled
- overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
Updating frog rig skinning
Add achievement for distance travelled via vine swinging
Add dictionary for lifestory generic stats for faster setting and value lookup
Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime
Optim: HttpImage - mode texture decoding to worker threads
- added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture
- disabled texture activation rate limit
Now only a tiny hitch is present
Tests: navigated to store General tab
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
Cleanup network subscription logic so it all happens in a single place
Set titles per controller/platform vdf set
merge from halloween_costume_2026