201,020 Commits over 4,171 Days - 2.01cph!
Show error toast if we fail to change a skin because a player is sitting in the skinnable item
Make ReportPlayer and ReportBug prefab paths lowercase to avoid transforming it at runtime
Enable read/write on backdrop and road_tunnel meshes
Added new commands to studiomdl.exe
$maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout
More StudioMDL.exe commands
Added $appendsource, $redefineattachment
Added $skinnedLODs for StudioMDL
Update StudioMDL usage info when given no parameters
Added previously unmentioned command line options, dump supported .qc command list.
StudioMdl metadata & icon
VRAD: Added `-SunSamplesAreaLight` (Community Contribution)
HLMV improvements
Fixed crashes when doing stuff without a model selected
When a material is missing, include the missing material name in "VMTs loaded" section
HLMV: Fixed extremely slow screenshot performance
* Images are now saved as .bmp instead of .tga
More HLMV crash fixes with no model
HLMV: Change Shader display to a read only text entry
HLMV: Display selected material in a text box so it can be copied
Don't allow unloading the props asset scenes used by custom maps because some prefabs are needed at runtime via WorldGrid
WIP orbital camera setup. Currently swaps cameras with pressing Q, Tab changes lock target, hold right click and use mouse to move orbit. Needs UI setup
Updated pilot pack suit media
backgroundvideo_fix -> main
Convar to force menu background videos to be webm only. Default = true
Added textures and set up a material for charity plushie 01
Change texture compression on the RHIB controls
Bugfix: player replication no longer stutters with UsePlayerUpdateJobs 2
Was iterating over wrong occlusion results - need to refactor to avoid future confusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Fix new drybox not spawning on the RHIB
gave BurstClothConstraint some rotation gizmos
Bugfix: rewrite batched OcclusionLineOfSight to supports sleepers
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2, disconnected multiple times - no more out-of-bounds exceptions
chainsaw wip attack anims exported and anim controller edited
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Adding new anim layers to player animator
Setup the rest of the player gesture animation buttons. Surrender and the dances don't work right now
Fixed RustButton CalculateLayoutInputHorizontal nre
Fixed DLC names not being translated in the inventory screen
Setup more anims:
Viewmodel specific: manualcycle, dryfire, throw, use_self, use_other, use_other_wounded
PlayModel specific: drop_item, pickup_item, drink, victory, wave
Add toast error messages when unable to pickup items
Split out logic into different boiolean methods for checking whether we should display the pickup option and whether the item can be handed over. Sometimes we don't want to show the option at all, sometimes we want the option to pickup but then know why we can't via toast
Several items now have the option to pickup and will then display a toast message on failing, where they did not have the option to pickup before (and you wouldn't know why)
Made some small changes to WaterPurifier code to make some of what it's doing a bit clearer
optimize flashlight beams, implement custom update runner.
Farm dressing exploration WIP
Quiet the bind command when assigning gesture from the gesture menu
Only allow camera movement when the input field is not in focus
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
fix cloud movement in timescaled demo
Persist SyncVar arguments from within components
merge from fix_newmenu_inventory_threadsafe
import settings on bulb models
Add CCTV-helper Admin Convars
SyncVars can now be used in EntityComponents
removed third material from bulbs
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Add generic method to iterate over a list with a set budget
Added container shells for farm area + LODs
Update: moving occlusion notification logic to it's own utility func
Realized I'll need it for the task-enabled SendNetworkPositions
Tests: none, trivial change