139,011 Commits over 4,474 Days - 1.29cph!
Merge from main/PlayerMaintainedMonuments/powergrid
Put more effort into finding spawn positions for all monuments with the highest priority
update prefab in scene, + airfield S2P
Added first pass of screens to the airfield terminals
- conditional contents based on charge
- switched Charge variable to syncvar, cleaner and better hooks
- added first pass of hook-ups for sounds, when ready
- fixed chargeupIO decaying charge code, not a bug but oddly inconsistent
- reworked prefab for airfield maintainables, moved everything around according to feedback
- added + improved testing convars for the two terminals
Remove cl_drawleaf (unused)
* Not to be confused with r_drawleaf
More Lua hook related optimizations
* Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do
Some clientshadowmgr changes from CS:GO
* To hopefully prevent potential crashes
Setup localization for all static text
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
Fixed null check knackering markers
merge from hackweek_sv_pie_menu
No longer allow opening custom pie menus if the inventory is already open
Major cleanup of all UI code
wooden loot crate 1 refresh
model in, textures in WIP
merge from demos_shadow_fix
merge from catapult_reloadtime_nerf
Catapult reload time increased to 6 seconds (was 3)
Fix for some shadows not working correctly in demos
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
car lift sounds :car: :elevator:
control screen mostly done
merge from PlayerMaintainedMonuments
merge from gas_station_maintainables
new hit guide fixes
- changed depth texture used
- small negative scale offset to stop flash of z-fighting on single carve
- reduced line distance so it's more consistent with small carve radius
- turned off old ripples
fix car being killed when driving onto ramp
adjust carlift health, re-apply immortal protection properties
Setup powerline pole ladder visual to only appear on climbable poles
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0)
- tests pass
merge from PlayerMaintainedMonuments
merge from water_treatment_plant_maintainables
adjust water clearing curve
Merge from PlayerMaintainedMonuments
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib)
- added extra telemetry to track segment alloc/retire, general tries, gc activity
This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate
Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
revert terrain anchors, was causing no pipes to be spawned
New automated test for animation events using DoEffect that point to prefabs that don't exist
finds 27 cases, will need to figure out what to do with them
add more terrain anchors to accomodate new model terrain