146,724 Commits over 4,444 Days - 1.38cph!
Updated rotation of the apartment door mats so it's 000 in unity.
simplifying props prefabs, reducing amount of transforms
simplifying props prefabs, reducing amount of transforms
Add default stencil state to skin shader
Remove stencil override from GBuffer to allow custom stencil states
Don't clear depth in GBuffer pass, already cleared in setup pass
merge from button_colour_lod_fix
merge from conditional_hair_lod2s
merge from preview_player_white_eyes_fix
merge from relax_stringview
merge from amd_rendering_options_fix
merge from industrial_dlc
merge from saveloadout_popup_fix
merge from swimming_footsteps_sfx_fix
merge from industrial_torch_viewmodel_lighting
merge from sleeper_wave_sfx_fix
Rename geolocation status convar to geo_status to stop it from hiding global.status
RRP stencil testing with terrain during GBuffer pass (replacing alpha testing)
Add TerrainHoleStencil shader for holes rendering to stencil buffer instead of r8
Use sort values in terrain prepass and hole renderer features to fix ordering
Add stencil option to terrain material for testing
Replace stencil in Standard-Terrain to test against hole bit 4
Fixed some RPC limits on change name and add sell order
Fixed wrong starting fee being applied
Remove the water level clamping while swimming, was causing footsteps to be audible when a player was fully submerged
Dithering between swimming and walking needs a better fix, out of scope for this month
Fixed 3p_gesture_sleeping animation playing a wave sfx for some reason
merge from weaponinfopanel_nrefix
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
Minor cleanups
* Delete hud_drawhistory_time convar (unused)
* Disable loading of certain weapon textures that are unused, such as ammo icons
Minor 64bit compile warning fixes
Remove test_freezeframe concommand
Consistent usage of "64-bit" formatting in window titles
Fixed a crash with TextEntry when going to the next word to the left
Add some more map loading & other self checks
Fix Airboat wake effect drawing in depth pass
Remove FCVAR_ARCHIVE from sv_loadingurl
* Don't want this to be saved on game clients.
Fixed a bunch of unreferenced function warnings
Fixed some minor compile warnings
Completely remove the disabled Valve's ancient phonehome stuff
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Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting
Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
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merge from weaponinfopanel_nrefix
ProjectileWeaponInformationPanel::EligableForDisplay NRE fix
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Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
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fixed missing buoyancy reference in playercorpsenew
Improved first person viewmodel lighting on the industrial torch.
Can open the popup back by clicking on the seen notification entry
bring skinviewer viewmodel rendering changes to RRP
Fill motion vector command buffer
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Warning notifications show as popups when arriving in the main menu
When the popup is closed, it goes in the notification window, marked as seen
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Setup motion vector pass (doesn't draw anything yet)
using a proto message for serializing sculpt data rather than raw byte array storage
- should be more flexible for altering the format, let's us bake data about the space the array refers to
- still LZ4 compressing the proto bytes because we get 10:1 for data like this
Updated all the RRP volumes with the correct color grading values
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes
Remove terrain erosion component from test map