200,530 Commits over 4,140 Days - 2.02cph!
Update: refactor occlusion loop to be friendly for batching
Need to simplify BasePlayer.OcclusionLineOfSight before I can start working on batched job
Tests: none, no functional changes for now
Pilot Final Textures and Materials
Add options to view toggleable weapon mod stats adjustments
Code cleanup and reordering
Enabled r/w to 8 models.
Hopefully this will remove a good amount of the warnings in the client when joining a server.
Fixed wearables being removed when selecting a new item
merge from fix_icon_generator_hide_during_render -> main
Fixed DeferredDecalRenderer not unsubscribing to `EditorApplication.update` hook when destroyed
- caused performance issues in the icon renderer scene when the camera is recreated each frame to render the icon
Code setup for new collapsable Items and Wearables selection. Each one is a toggle button that opens a scrollview and populates with items or wearables - replaces the old 2 separate scroll views, creating more screen space. Made the UI bigger. Removed old scrollviews and setup code
More FoliageGrid null checks to try and fix errors on disconnect
Added sv_pause_sp - allows singleplayer to be not paused
Clean-up doubleclicking in menu (Community Contrib)
Added option to "hide outdated servers" (Community Contrib)
Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner
Make zombies/metrocop propagate their lagcomp state to spawned NPCs
More merges from x86-64
More merges
Minor cleanups
Dynamically calculate max autocomplete items based on available space
fix dynamic accuracy weapon stat
Adjust needle swing settings, now settles faster from big swings
Added DM picker to the menu chat + a ton of fixes
Fix lighting settings for camper icon while testing
Create custom inspector to remove "Hide During Render" field from icon renderer inspector
- removed since the settings won't be copied to the source prefab
Remove last uses of node shortnames
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
Added pilothazmat worldmodel models and created the prefab
Add pan + zoom support to server map
UPdate: move serverocclusion caching logic a level higher
Goal is to get rid of OcclusionPlayerFound/Lost in the query, so this is first baby step
Tests: none, trivial change
merge from fogmethod1 (sky branch)
adjustments, mainly to rainmild clouds
Fixed SkinGlowTester NRE when generating skin icons
NRE fix when initializing friends list
Can press enter or click the DM notif to open the chat
Fixed NRE when opening the friend list from the ingame chat
change resolution, update skinnables with zoom factor, add camera teleport to screenshot anchor with keybind
merge from main -> io_snapping
Iniital IO snapping progress
Bit more safety on store hero
Menu chat DM target improvements, cleaned up code and added menu chat subclass
MegaMesh approach (1+2) WIP
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
Pilot hazmat icon (not final)
Update: Don't step players that have been kicked by antihack
Tests: none, trivial change
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one
Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years
Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
merge from PilotHazmat_LODs
Updating Pilot Hazmat LODs
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task
- EventRecord.New now can be created on worker threads
Tests: hacked code to enable analytics in editor, then ran around on craggy
Hammer: Port color preview for models from CS:GO
Added color keyvalue to prop_door_rotating
Allow PCF as valid transfer extension
Make sv_lagcompensationforcerestore do something
SRCDS workshop cache also caches titles
Also display a warning that cache will be used.
Added some AnimOverlay functions
Entity.FindGestureLayer( activity ) = LayeriD
Entity.FindGestureSequenceLayer(seqID)=LayeriD
Entity.RemoveLayer( layerID )
Entity.SetLayerAutokill( layerID, bool )
Fix soundscapes not working with duplicate sounds (ported from CS:GO)
Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO
NPC weapon selection icons
Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click.
Also group NPC icon right click by category like it is in other places.
Added GM:OnNPCDropItem hook
It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too)
HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities
Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings
Restore rope texture scaling to HL2 values
For tool-created ropes, we apply custom scaling value so it looks like it did before any changes.
Fixed NPCs being able to shoot some guns forever, without reloading
This affects ALL weapons with DefaultClip above the Clip size, such as AR2.
Prevent potential Lua errors with weapon_base
Fixed IMaterial spamming console about "$basetexture" not being a texture
This happened when opening Overlay post processing effect list in Spawnmenu.
Affected functions:
IMaterial.GetTexture
IMaterial.GetColor
IMaterial.Width
IMaterial.Height
Make "No account token specified" a warning
Reset render lib lastmaterial on map shutdown
Fallback "VertexBeckman" shader to "VertexLitGeneric"
Minor optimization in Ignite property
RPG/Crossbow animation improvements for citizens
Fix NPC being unable to fire RPG due to recent changes
Combine RPG support
Improve metropolice weapon support for Shotguns, AR2, RPGs
Fixed some NPC drops not calling OnNPCDropItem
Add CSS thruster models without mounting CSS` (Community Contribution)
Fixed server crash when mounting ladders at edict limit
Minor cleanup
Improve free edict detection