139,051 Commits over 4,352 Days - 1.33cph!
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Hide region text in connect modal - was a bigger issue than first thought
easter floorpaper style update
More very rough wip, now can support any held item if enabled.
Enable on held torch as a test.
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
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- Command list
- Command button setup
- Flex scroll setup
Weapon mods now show individually on the radial menu, can be toggled individually.
Moved undo button, added short undo history
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Populate radial menu for worn items.
RPCs for toggling individual items.
Individual worn item toggling now works.
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
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Rustige Egg H - Updated icon
avoid NRE when enabling indirect instancing
Added support for optional vertex color tinting of the detail albedo on the standard shader
merge from hamster_water_wheel -> waterwheel_deployable
Tweaked UGC filtering panel toggle hitboxes
Copy paste tab: added paste options panel to set the different paste convar settings
Added undo button
Tweaked item tab button hitboxes
Furnace workshop effects controls
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Update(tests): add perf tests for serial and parallel UpdateSubscriptions
Tests: ran it
Updated storage box store page description
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
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Added Lua mesh skinning support
* Added `mesh.BoneData( index, matrixId, weight )`
* Added second argument to `Global.Mesh` - boneWeights
* Added `IMesh:DrawSkinned( matrixTable )`
Minor cleanups
Fixed DrawSkinned affecting underwater rendering
* By applying the model matrix to the Draw() call
Some more than minor cleanups of probably unused stuff
Fill remaining matrices with identity ones for DrawSkinned
* In case some silly goober doesn't give it enough or gives none
Fix handling of userdata members from tables
Fix potential crash with malformed models
Remove that unused code
Potential micro optimization for trace filter tables
Minor cleanup
Fix last map not loading correctly if it's an addon map
mesh.Begin throws errors with invalid primitive counts
Fixed a crash with func_button and Sandbox drive system
Lets try making r_radiosity default to 4 again
Add some sanity checks to map loading
Implement corrected limit checking for mesh.Begin w/ static meshes
I.e. when giving mesh.Begin a mesh object, the limit becomes
65535 instead of
32768
Added second arg to IMesh:DrawSkinned - mult by model matrix
Try to prevent crashes with weird .phy files
Include tree_deciduous_card_01.mdl with the extra skin
* Fixes some visual inconsistencies on HL2 maps
Implement Panel:Clear for DPropertySheet/DCollapsibleCategory
* DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel)
* DCollapsibleCategory will avoid clearing its header, deletes everything else
* DPropertySheet:CloseTab now also calls OnActiveTabChanged
Flip order of operations for model matrix mult of DrawSkinned
* Should fix angles affecting position
Fix false positive on LoadLeafs data validity test
Do not reset water reflection/refract textures when they are not used
* From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless)
Fix a typo in DModelPanel
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
Prepare refactor to have multiple navmeshes in same world
* new namespace for all new nav stuff to avoid confusion with old
* separate global methods
* navmesh instance methods
* C++ wrapper methods
* path helper methods
* geometry helper methods
Added support for multi-draw mesh motion vectors within the indirect instancing system
Initial work on a command list page so we can see all commands natively in game (convars etc)
Prepare work on moving navmesh
Fix odd history inputs + odd history loading
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions
- fixed a bug with stepping players who's timestamp is not due yet
- Refactored serial code slightly to keep the structure consistent
Tests: ran unit test
tidied up charms folde a little, added new sequential steam ids
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized
Needed to accomodate recent changes with tunnel net groups
Tests: perf test for snapshot deps now runs
Apartment lights - updated textures
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
add packet ref, tweaked array pool size
merge from new_console-ui/copypaste
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updated apartment light textures
Ascending/descending sorting for the list view
Hovering the line shows the thumbnail
Styling and layout tweaks, fixes