125,596 Commits over 4,171 Days - 1.25cph!
Fixed a crash due to BSP ZIP hash collision
Try to prevent static prop lightmap crashes when given invalid data
Always add an initial pass when creating tool instance.
Pause water system too.
Added button to open screenshots folder in explorer.
Refactor & fix initialization / cleanup of arrays + compute buffers
Fix IndirectArgs not being rewritten after expanding the compute buffer
Support renderers that have more submeshes than materials
Remove redundant testing convars
merge from building_skins_3
updated roof conditionals models, gibs, colliders to fit whithin bounds of vanilla tiers
Test chaining screenshot capture.
Set timescale to 0 before starting so that the shots are all the same, and back to 1 after.
Fix exception when opening the map with a sleeping bag cluster
Remove some unused temp outline code
Fixed weapon placement effect not working for some weapons.
Placement effect for weapons using SkinnedMeshRender now also work correctly.
Setup Abyss items to work with weaponr acks.
pumpjack static prefab - fixed ladder volume being too short
added single collider for the fuel engine as the global metal mesh collider is removed
added some missing box colliders on bones and rotated some for a better fit
merge from august_art_bugfixes
merge from fish_gut_notification_fix
Skull trophies will now properly display the inserted skull even if it was created from the Items F1 menu and not the createskull command
Fixed case where entering a safe zone and equipping a weapon at the same time would sometimes result in a duplicate viewmodel appearing
Added a little backpack icon to the current backpack item in the main inventory
Fixed not being able to move a backpack around in the inventory
Don't save the parachute (we can't reconnect the player after reboot so don't go parachuting during a server restart)
Removed another accidental include
Merge AttackHelicopterPreTurret -> Attackhelicoper. Integrates the merge from Main + fixes.
Merge from hackweek-chat-emoji
Move FindAllServerEmoji to much later in the server boot process to prevent local folders getting created with invalid identifiers
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
Removed accidental Amazon include (decided to do this not directly on Aux2)
Slight camera motion improvement when equipping weapons, unequipping weapons still has a slight camera snap
Merge from hackweek-chat-emoji
Merge from main -> global_networked_bases
Cherrypick
84979 (BeginWrite two new compute buffers)
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
Main cannon ground effect
Fix name conflict dll copy - where'd that come from, it was the right one
Turn assembly version validation
Update global_networked_bases/2021
Remove util.IsPointInBox as Vector:WithinAABox exists
Fix trigger_hurt forgiveness not resetting damage correctly
language.GetPhrase changes
* Increase limit to 4000 bytes, from 1000
* If limit is hit, truncate the string, instead of outputting an empty string
Make language.Add type-error on invalid input instead of silently fail
Added more intersection functions
* util.IntersectRayWithSphere
* util.IsSphereIntersectingSphere
* util.IsBoxIntersectingSphere
* util.IsPointInBox
* util.IsPointInCone
* util.IsSphereIntersectingCone
* util.IsOBBIntersectingOBB - last argument is now optional
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers
Can use convar at runtime to switch back and forfth
Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Increased clearance on the overpass module entrance
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider