141,825 Commits over 4,505 Days - 1.31cph!

60 Days Ago
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
60 Days Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
60 Days Ago
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
60 Days Ago
Update blast door blocker to use RendererLOD
60 Days Ago
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
60 Days Ago
Added sounds to charm equip/unequip and code tweaks
60 Days Ago
Merge from MonumentBlockers2
60 Days Ago
Filter skins by name
60 Days Ago
blast door blocker added
60 Days Ago
WIP stacked tables/desks monument blocker
60 Days Ago
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
60 Days Ago
Bigger button style in scroll views
60 Days Ago
Final light tweaks & polish fixes. S2P.
60 Days Ago
Workshop skins now loading correctly with their icon
60 Days Ago
Market lighting tweaks for the changed layout.
60 Days Ago
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
60 Days Ago
Fixed RidableHorse ProtectionProperties leak
60 Days Ago
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
60 Days Ago
Prefab cleanup.
60 Days Ago
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
60 Days Ago
Fixed some conduits that didn't line up to light fixtures anymore.
60 Days Ago
More lighting polish.
60 Days Ago
Merge: from main
60 Days Ago
Button style changes
60 Days Ago
Piano v4 animation updates
60 Days Ago
Lighting prefab improvements.
2 Months Ago
merge from main
2 Months Ago
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
2 Months Ago
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
2 Months Ago
scene update
2 Months Ago
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
2 Months Ago
Remerge of before due to submit race
2 Months Ago
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
2 Months Ago
bear desc update
2 Months Ago
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
2 Months Ago
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
2 Months Ago
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
2 Months Ago
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
2 Months Ago
Bunch of cleanup and refactor iterating,
2 Months Ago
merge from storepage_glowingwallpaper
2 Months Ago
Updated all media with individual shots for each wallpaper
2 Months Ago
Merge: from main
2 Months Ago
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
2 Months Ago
Added a visible number to rentable shops to align with computer terminal
2 Months Ago
Push missing function
2 Months Ago
cache bounds, still kinda slow
2 Months Ago
Final (for real this time) apartment costs: Small - 25 initial cost, 10 per day Medium - 150 initial cost, 50 per day Large - 350 initial cost, 100 per day
2 Months Ago
Train tunnels additonal rooms / early whitebox progress
2 Months Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
2 Months Ago
resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search