159,962 Commits over 4,566 Days - 1.46cph!
Merge from hempcolourblind
Initial commit for animal renaming
Port over work from hackweek_horse_naming
Can now rename horses, misc minor improvements for renaming chickens
Progress on improving how dropped grenades appear with throw prediction enabled when not standing still
Missed one spot that still uses lowercase min()
MixMax 2: Electric Boogaloo
Get rid of LibEdit dependency
* This improves input for SRCDS on Linux to match how it works on x86-64 beta
Minor cosmetic changes to srcds_run script
Fixed Linux32 SrcDS being unable to read file stats under WSL
* Was basically rendering it inoperable, at least on local builds
Fixed wrongful error with Mesh:DrawSkinned with 52 bones
Fix Folder addons being searched in mountable games/platform
Add "Engine Error" to Sys_Error_Internal printf
Progress on Linux64 builds
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merge from chickencoop_item_errors_fix
Fixed some item / container bugs, together they caused multiple rare errors when moving items from or destroying chicken coops, which also lead to the entity not getting killed correctly
- ItemContainer.Load now ignores slot reservations (if an item was in a valid slot before the restart, it should be after - slot reservations are only used to stop new items being placed)
- A failed Insert due to not finding a valid position now early exits before adding the item to the item list
- Item swaps into reserved slots now fail immediately instead of moving, then failing and reverting (the revert could fail and delete the item)
- Guard ItemContainer.Take against collecting items queued for removal which could lead to double free
merge from cargoshop_crate_optim
Cargoship crates no longer mark themselves as dropped
- Prevents an unnecessary raycast being ran for each crate 66 times a second (costing ~80 µs each call) for as long as they're active
Fix for SSAOComputePass error spam when switching scenes
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
Fixed oak_e always dropping apples when harvesting.
Created a tool to visualise where tree additions are on trees to make placing them much easier.
Adjusted the apple positions on both oak_d and oak_e.
Removed the loot refreshes on natural beehives, apple trees and coconut trees.
merge from fix_demoui2_pfx
WIP work on randomised room A (cctv)
Fix fov/post effects no longer working in demoui2 after switching to RRP.
Comment out demo controls for bloom/lensdirt/light shafts, for now.
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Merge: from unity_6000.3.26f1
- Update: upgraded unity engine to 6000.3.26f1
Tests: opened project, used standalone client to connect to standalone server with procgen map
Merge: from pool_leak_tracking
- Update: pool.debug_mem_start/_stop to help track down leaks/spills
Tests: ran unit tests
Update(tests): add unit tests for debug_mem_start/stop
- also fixed invalid counter tracking for double-free cases
Tests: ran unit tests
first pass on reactive BirdFlocks
- fly around in swarms with code similar to crabs and jellyfish
- avoid obstacles and players
- boid movement patterns
- slightly more realistic flapping, with less flapping when angling down and more when climbing
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fix for fire anim freezing
Added new sounds to both seagull and crow flocks
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Update: add pool.debug_mem_start/_stop to help track down leaks/spills
Tests: booted to craggy, tried tracking List`1[System.Single
Add support for the right-side icons on the map screen.
Pressing dpad left/right shifts focus.
Added glyphs.
Added missing tooltips for some of the existing icons so they show correctly when navigating.
Misc fixes
Merge from render_pipeline_testing
Cherry Pick (168771) - Floating point issue with aniso highlights
Merge from mixingcooking_ui
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Updated M1 Garand blockout to match real world dimensions
merge from ramp_deploy_fix
Fixed triangle foundation deployable on top of brutalist ramps
Added FN FAL mesh blockout
Added M1 Garand blockout mesh