249,469 Commits over 3,959 Days - 2.63cph!
Version bump
Store node properties as a JsonObject
Fix order inconsistency
Add ChangeId to model, deserialize cached if changed
Bugfix: missed original allocation in PlayerCorpse
Tests: none, trivial changes
Update: PlayerCorpse pools ItemContainer
Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
Localized item store (still a few pages left)
merge /main/DPV -> /main/world_update_2
Start recording airshot and wallbang stats, including per-weapon
pill bottle render backfaces
Avoid directional lights clipping with world with a reasonable value
Ensure proper number of maximum simultanious updates for EnvMapProbe dirty updates
Destroy buffers properly when deleting lightbinner
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types
Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback
Don't generate shadow frusta for unshadowed lights
Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it
Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change
Cleanup, fix mixed logic for shadows
Fix lights and their cookies not being able to rotate on roll
Fix error reporter not initializing
Fix exception when undo'ing changes to objects with NotSaved
Leaderboard backup, run #
13900
achievements
remove debug
Fixed CustomProjectionMatrix (and broke vr rendering cc @xezno )
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Reverted accidental Procedural Map scene change
Whitelist System.Linq.ImmutableArrayExtensions
Whitelist System.ComponentModel.INotifyPropertyChanged
Whitelist IAsyncDisposable
Whitelist ICustomAttributeProvider
Whitelist SemaphoreSlim
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Add baked lights after dynamic ones
Hooked up water well NPC avatar
Merge from elevator_ShouldNetworkTo_fix
Support trace hit position for sphere casts again
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types
Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback
Don't generate shadow frusta for unshadowed lights
Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it
Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
Water Well NPC avatar - poster prefab backup
Merge from team_ids_run_from_server
Revert fix in
104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
Merge from world_update_2
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
▆▆▇ █▆▋▊ ▊▅▉▆▋▇▉▉ ▍▊▊▌▆ ▉▅▌ ▋▇▊▍▌▊▆█▋▅▆▆. ▅▆▋▍▊▉▇ ▊▊█▌▄▉▋███ ▍▇▍▅▇ ▊▄▊▋▌'▍ ▍▄▉▊▄▆█ ▊▍▋▆▋▅ ▉▅▇█ ▉█▄ ▅▋▄▌▋ ▇▄▋▊▊ ▇▌ ▊▇▊ ▊▌▆▄▆▆ ▌▉▋▊▊ ▋▉▆ ▇▊▄▆▋ ▌▅▄▊▍, ▊▆▋▄▆ ▇▇▄▋ ▌▉█▆▉▆ ▌▇ ▆▆▅▄▉█ █▆▄▆▉▌▉ ▉▊▆▆▇▄ █▋▆▇ ▇▊▄▋ ▋▍█▉▄▌ █▍▋ ▉▌▅ ▋▆▋▆▅ ▌▅▅▇▌ ▆▍▅ ▅█▉▍▍▌. █▉▋ ▋▇▉▋▉▄▄, ▉▍▊▇▆▆▅▍ ▄▆▉█▌ ▇▌▋ ▉▇▌█▌ ▄▋ ▊ █▉▍▉█ ▊▇▆▅'▄ ▌▍▉▉▌▌▇▊▍▋▇▍ ▊▇▌ ▊▄▇▊▉▆ ▉▅ ▍▍▊▇▉▉▇ ▌▆▇▋▉.
Merge from world_update_2
Merge from world_update_2
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Fixed locomotive NRE when shooting the bell in CLIENT+SERVER mode