130,413 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
                
                
                
                
             
         
        
            
            
            
                
                Missed style file (rhyme time)
                
                
                
                
             
         
        
            
            
            
                
                Change Image material on buttons so they all appear white
                
                
                
                
             
         
        
        
            
            
            
                
                Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
                
                
                
                
             
         
        
            
            
            
                
                Add gametip for too hot debris harvest attempts
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_terrain_texturing_alloc -> main
                
                
                
                
             
         
        
            
            
            
                
                merge from upgrade_cctv_convars -> main
                
                
                
                
             
         
        
            
            
            
                
                remove whitespace, also forgotten from last commit message:
  - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
                
                
                
                
             
         
        
            
            
            
                
                Upgrade CCTV convar commands
  - change CCTV setting convar to extend to all remote controllables that use an identifier
  - changed name of the convar from "setcctvcameracode" -> "setrccode"
  - addcctvcode and removecctv convars now accept multiple code arguments
                
                
                
                
             
         
        
            
            
            
                
                Fix TerrainTexutring NativeArray changes having the incorrect types
- when using managed arrays it will automatically convert to Color
- when using NativeArray your type needs to match the texture pixel format
                
                
                
                
             
         
        
            
            
            
                
                halloween wallpapers texture tweaks vol2
                
                
                
                
             
         
        
            
            
            
                
                halloween wallpapers texture tweaks
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> fix_terrain_texture_alloc
                
                
                
                
             
         
        
            
            
            
                
                Update ent_pivot concommand description
Rework the GM:PlayerCanHearPlayersVoice rework
* Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well
Bump system error buffer to 256
Use list.GetEntry in other places where it is possible to use it
* This is a micro optimization, but also cleans up code a bit
Skin support for util.GetModelMeshes + optimization
Fixed an null pointer crash with sv_debug_player_use
Micro optimizations for most Lua functions returning a sequential table
Deduplicate AddConsoleCommand code (menu vs non menu)
* Now it is consistently implemented for all realms
                
                
                
                
             
         
        
            
            
            
                
                Casino big wheel room tweaks and fixes
Removed collider from netting blocker
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_tree_impostors -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
                
                
                
                
             
         
        
            
            
            
                
                Add helper property for "Is the local player in the deep sea"
                
                
                
                
             
         
        
            
            
            
                
                Split impostor batches based on if their positions are inside the deep sea or not
Only render deep sea batches when client is in the deep sea and vise versa for main island
                
                
                
                
             
         
        
        
            
            
            
                
                Remove the interaction timers from anchors to match the recent removal of timers from other items.
                
                
                
                
             
         
        
            
            
            
                
                Cherrypick 
134447 (fix steam being accessed too soon in client analytics)
                
                
                
                
             
         
        
            
            
            
                
                Update: add extra TODO for UseOcclusionV2
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_steam_init_analytics -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
                
                
                
                
             
         
        
            
            
            
                
                Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen
Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side)
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Added translation strings for boat validation enum so we can show nicer toast error messages.
                
                
                
                
             
         
        
            
            
            
                
                Clean: restructure UseOcclusionV2 code to make profiling easier
Tests: compiles in editor
                
                
                
                
             
         
        
            
            
            
                
                Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
                
                
                
                
             
         
        
            
            
            
                
                Cherrypick 
133467 "Editor tool to find and remove incorrect / leftover entity tags"
My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point.
For that (less common) case this manual tool that I made before can be used.
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_terrain_texturing_alloc -> main
                
                
                
                
             
         
        
            
            
            
                
                Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator
- reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
                
                
                
                
             
         
        
            
            
            
                
                Clean: fix ShouldSkipServerOcclusSion typo
English is hard
Tests: editor compiles
                
                
                
                
             
         
        
            
            
            
                
                Setup prevent building volume on small engine.
                
                
                
                
             
         
        
            
            
            
                
                ▋▇▄▇ ▉▍▆ ▍▉█ ▍▌▍▌▊▆▆▋▆█ ▋▋ ▆▆▊▄▌▍▇▋▋ ▅▍▍ ▊▊▅▆▉▄▆▄█ █▆ ▋▋ ▋▆▅ █▊ █▆▉▍▄▌ ▋█▅ (▇▊▌▋▋▍ ▄▆▄▄ ▄▅▆▆▊▇▌▍). ▌▇▅▊ ▆▆▅▋▋▇▊ ▉▇█▄▍▌█ ▉▋▉▋▊█▆▄██▆ ▄▍ ▊▆▌ ▌▅▄▋▇▊-▉▄▆▋ ▊█▋ ▉▅▇▇▆
                
                
                
                
             
         
        
            
            
            
                
                Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs
This avoids ObjectEqualityComparer which has overhead because of unity-null checks
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups
Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler
Tests: ran in and out of occlusion
                
                
                
                
             
         
        
            
            
            
                
                m15 viewmodel fixes
- updated rigged file
- emissive now working
- fixed skinning issues
- removed shaking on ADS Idle
- Ironsights now perfect
                
                
                
                
             
         
        
            
            
            
                
                Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels.
-> FIxes ~460 entity prefabs with wrong labels that no longer apply
                
                
                
                
             
         
        
            
            
            
                
                Clean: add a comment explaining the extra OcclusionUpdateLostVisibility
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                fall back to isotropic specular impl where anisotropic material has 0 anisotropy
                
                
                
                
             
         
        
            
            
            
                
                Optim: UseOcclusionV2 - invert how we process occludees
- instead of checking if we need to send player to occludees, we process occludees against player
This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x.
Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
                
                
                
                
             
         
        
            
            
            
                
                Added deepsea_floatingcity3
                
                
                
                
             
         
        
            
            
            
                
                Play attack animations on the player when attacking (from a turret)