202,439 Commits over 4,171 Days - 2.02cph!
Merge: from baseplayer_serverupdateparallel
- Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented
Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic
- Also fixed resetting a bunch of per-player state during the recache step
Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
Optimized the crap outta the chandlier drawcalls.
+related mesh and mat files.
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Lowered SSS further on blue tarps
Medical bay dressing progress
Fix still wet after dying
Fixed Lua errors with DProperty_VectorColor when deleting editable entity
Allow to give ents.CreateClientRope local vectors instead of attachment IDs
FIlesystem cleanups
Improved invalid model detection
Improve folder search inside VPK files
Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous
- Fix query extents being doubled when sampling
- Expose min region size to c#
- Start making editor tool to find and replace all navmesh obstacle components
merge from canyon-fog-fix
drop off biome fog density under ocean level, fixes canyons being full of fog
spas12 viewmodel - added ads anim
4k striplight and striplight mount textures
Added collision to farm barge container shells. Replaced beach parasols with static versions.
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
Fix impact effects on the mannequin only appearing near the feet
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4k textures for spotlight and tripod
merge glass_fix_resourcerefs to main
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Improve mannequin model part hiding with skin overrides
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
- Fix chunks not being correctly processed
- Add budget queue when rebuilding tiles at runtime
- Add command to test rebuild of tiles
Jungle ak viewmodel - fix for ads dryfire
Merge fixes from /indirect_instancing
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
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merge from decor_lighting_dlc/gameplaypass
merge from decor_lighting_dlc
viewmodel chainsword update attack animation edits
merge from ui_mipmaps_fixes
Wheat icon mipmap group set to UI
Merge: from baseplayer_serverupdateparallel
- Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities
Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
merge from decor_lighting_dlc
Fixed string lights with no wire slack looking terrible
merge from stringpool_warnings_investigation
More farm barge set dressing
Apply the stringpool fix to ~20 more entities