201,192 Commits over 4,171 Days - 2.01cph!
Fix tugboat, scraptranspoheli light lods -> dynamic
MsgC no longer outputs empty strings when first arg is a color
Update launcher_main.rc - fix version
Added NPC:BecomeRagdoll
Same as Nextbot:BecomeRagdoll
Added NPC:SetForceCrouch
Allows force crouching Citizens and combine soldiers.
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
Limit static prop counts to save values for now
Fixed regression in gmod_camera
Update protobuf deserialization of navdata
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
fix clouds null ref outside play mode (introduced with demo timescale fix)
Fix query vis job runner not ignoring terrain holes.
Undo vphysics changes
Limit static prop counts to save values for now
Fixed regression in gmod_camera
Chandelier raise/lower interaction priotity logic
Update: slightly more landscaping
Tests: none, trivial changes
merge from projectiled_batched_demo_fix
merge from background_flickering_fix
merge from tutorial_video_fix_2
Merge from ./command_buffer_indirect because I'm stupid
Revert model importers and materials to the state they have on /main
merge from steaminventory_price_fix
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
(WIP) SIMD frustum culling implementation
merge from vanilla_techtree_fix
merge from vanilla_techtree_fix
Update: being brave and replacing an if-continue with an assert
Tests: none, read through code to confirm it should hold
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
reduce the amount of smoke, lower volume of sfx
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
Chandelier progress
Prefab tweaks
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
Update: start on BasePlayer.ConnectedPlayersUpdate
- Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling
- Annotated potential loops to optimize/offload
- Removed dead IsReceivingSnapshot check
Tests: none, trivial changes
Merge from ./command_buffer_indirect
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Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks
- Added a note explaining why we're not offloading network-cached children to worker threads
Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count.
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
Properly break out of GetRules() if rules are null
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
merge from bc_viewmodel_fixes/frontier_hatchet
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
Consolidate market price error handling
Fixed some items showing as marketable locked when they shouldn't
corrected rotation delta rootmotionstrength modifier, was ivnerted
Clean: simplify SendAsSnapshotWIthChildren
- remove includeChildrensChildren - it was always set to true
- remove the children null check - it's always created/set
Tests: compiles in editor
Update indirect instancing tools with new mesh r/w logic