241,415 Commits over 3,867 Days - 2.60cph!
Updated view model renderers again
Fixed rain rendering underwater.
Exposed a new set of cinematic underwater parameters, underwater effects will use the params when underwater_cinematic is set to 1 (setup is almost identical to the admin mode but with the water line rendering properly)
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
Media base from ferryterminal_media
Got it "working" again
Job system runs on main thread til we figure out NativeList
Fix building blocks & prefabs not registering
Warmup prefabs in the editor manually based on network updates
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles
Had to just disable the head mesh due to skinning differences compared to the original hazmat
Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows
Audio samples can be passed to audio frame directly without resampling
Replace up and down with dragging
execute particle
improve wind event
frost nova
merge from modding_prefabs
merge from egg_suit_lod_fix
merge from nvg_canvas_scale_fix
Fix admin session
Fix activity not always closing
Citizen/animgraph: set voice parameter back to predicted
Resample audio from FLT to FLTP
Add audio encoding to video recorder. New in game video recording using ffmpeg instead of media foundation. Delete valve_wmf
Leaderboard backup, run #3985
split off wheels on abyss suit tank#1, animated them, animated scrolling uv2 on the flywheel belt, added bone retarge and object motion vector fix scripts to make it all work
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState
Fixed prefabs that are no longer SingletonComponents
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
Implemented skeleton of a job based frustum culling & lod culling system
Add heading controls, gap block
Code block
Remove ExtraShaderDataFormat, just have everything uniform
Remove EXTRA_SHADERDATA_FORMAT from shaders too
Set anim helper VoiceLevel on server too
Send voice level with voice data to server
Code block + block controls
Bump up voip layer volume
Citizen/animgraph: set voice parameter to not be predicted
v_usp: ...and actually re-hooking up the system after doing an always-on testing would have been nice (oops)
v_usp: implemented "skeletondelta" proof-of-concept system
FPArms: added proof-of-concept system for swapping to different first-person arms, with automatic adjustment for hand proportions
Example with a (very roughly converted) 4-fingered Citizen hand, in use with v_usp: https://files.facepunch.com/maxlebled/1b2411b1/sbox_2023-06-24_10-33-48.png
Leaderboard backup, run #3961
Properly extract building grades & conditional models via PrefabPreProcess into code based configs