198,750 Commits over 4,140 Days - 2.00cph!
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Fix NRE in ESPCanvas.Update on disconnect
Fix monument (world) prefabs missing after disconnect and reconnect
Terrain painting progress
Merge from hardore_refresh
Fixed loot spawns not properly getting filtered by game mode restrictions
Settings:
- Fixed dropdown not closeable
- Fixed some missing loc
- Reset scroll when switching tabs
- Dropdowns now show the selected item
Box lighting setup/prefab.
Apply crafting cost multipliers to mixing/cooking benches
Fixed gesture wheel locked pack store button not redirecting to the store
Steam inventory legacy wall redirect
Mask fixes
Removed optimized loading option (removed on main)
Fixed cart button animations going crazy when searching for a store item added to your cart
Store general grid tweaks and fixes
Store takeover property drawer
Stole ring rail (Temporary) and static car lift from BillBTestMap
Updated pilot cinematic rig
Fixed squished images on server browser modal
Extra logs to try and find that build error (escape capture)
Try and fix the quit modal
FlexGrid fixes and cleanup
Updated general and limited store tab grids
Fix for bear pie timing not being sync with other teas
Remove scenes and remapped spawners created by the SceneToScene system
Stop devlog tag showing the patch date on the homescreen
Fixed modded catgegory not working properly
Remove code inside PrefabPreProcess
Setup store video hero on the home page
Auto retry/error logic
Random roll setups
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments)
- SceneToPrefab goes back to only a single "Run" button
Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags
- rename the generated file
- prefer to manually update the menu as new monuments are added
Added a development mode warning when decor prefabs are not poolable
Fix decor rocks not being poolable
Merge from nameplate_optim
Merge from trimmed_asset_warmup/scene_warmup
Started implementing new store grid and tile designs, sill wip
Improved the tile grid auto sizing, should do a better job at filling grids
Fixed some NREs
Get rid of per frame allocations when updating nameplates
int/long convars now return memoized string values for smaller values
improvised walkways progress
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
avoid redundant sky ambient calc between fog and clouds, can be shared
Fix HasBrokenWeaponMod GC allocs through Linq