126,513 Commits over 4,171 Days - 1.26cph!
merge from bed_skinviewer
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T>
- fixed DrawSpriteField not matching how it used to be
Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next
Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
Minor cleanups
Compile warning fixes
More compile warning fixes
Fix IgnorePlayers acting as DisableAI for strider
Fix AR2 impact effects appearing when shooting the skybox
Added MATERIAL_CULLMODE_NONE for render.CullMode
Increase MAX_LIGHTMAP_DIM to 256
MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256
MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256
TTT: Updated Russian localization (Community Contribution)
* Also made radio buttons slightly wider
Spawnmenu/contextmenu toggle mode
* If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise
Some OOB checks
Main menu start new game options changes (Community Contribution)
* Fixed P2P: Friends only resetting after starting a game
* Visual adjustments to alignment of certain elements in the start new game options menu
Fix 'status' showing IP address for -p2p dedicated servers
* For listen servers it was already not a thing
Updated TTT
TTT: Added optional translation parameters when adding radio sound names (Community Contribution)
Try to work around infinite loops with WaterLevel()
Refactor how Lua trace filters are loaded to remove code duplication
HTML panel ConsoleMessage improvements
* Make HTML.ConsoleMessage behavior match better that of DHTML
* Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate)
* DHTML no longer overrides console.log for CEF panels
* Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event)
Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base)
Rename npc_tf2_ghost spawnmenu entry
* (this is separate on purpose)
Combine duplicate HTTP headers with a comma
Added Panel.SetTextHidden
Rest of the misc packs atlases
More pack atlases, cleanup
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Adding separated cannon fbxs
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field
- fixed drawer using wrong fields for icons
Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
merge from workshop_scene_improvements -> main
rpg incendiary ammunition adjusted lods
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
halloween wallpaper icons, added to skin files, split out wallpaper_iconrender prefab to walls, ceiling and floor so we can preserve render camera transform properties per type
fix toggles code after component update
- Recalculating mesh batch uv distribution metrics when batches are updated.
- Testing texture memory budget being set to 64GB and discarding always enabled.
Merge from naval_missions
Prevent boats from jiggling once they reach their target position
Codegen
Building skins and hazmats atlas variants
fix serialized fields being inside compiler define
Update: general cleanup and make StoreTakeoverDrawer draw original props
- StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them
- removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time
Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks.
Tests: navigated to takeover configs and explored them
Merge: from main
Testing to see if I can upgrade data this way - that'll be next CL
Tests: compiles in editor
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
Added boat door, setup as boat construction.
Manifest
merge from bed_improvements - beds are now community skinnable
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps
Disabled mip maps on all store atlases and assets
Update: restore ItemStoreTakeover serialized layout
- should allow to merge-and-upgrade all prefab changes, I hope. Will remove it post-merge.
Tests: editor compiles
halloween floorpaper minor tweaks
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Create tooling to setup mesh LODs for terrain chunks.
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