142,159 Commits over 4,536 Days - 1.31cph!
Bee grenade world model pass
jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model,
held entity and tin can alarm updated
body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705
viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
More null guards, including against sounds
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
Two world model prefabs, both had no LOD component and drew at any distance:
Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
Fixed spawning NPCs too early breaking all NPCs until level change
Merged Pull Requests
* Enable localization for Information/Purpose/Instructions fields in spawnmenu tooltips on SWEPs/SENTs/etc
* Leafblower improvements
* TTT: restore original arctic playermodel color while in "serious mode"
* TTT: handle failed entity creations
* TTT: Add localization to "FIRE! IT BURNS" text effect
Update medic rebels player models to be colorable (Community Contrib)
Add fallbacks for SurfaceGGX and WorldGGX shaders
Fixed Group03m/male_05 using wrong texture directory
Fixed only some Sandbox entities not spawning when looking far away
* Specifically refers to Spawnmenu entity spawning, where SENTs and Weapon middle clicks were not spawning anything if the player is looking into air, while things like props, vehicles and NPCs were spawning. Now consistently works for all entity types.
Try to account for addons doing weird things in ENT.SpawnFunction
* Referring to spawnmenu gm_spawn* error handling notifications
Potential fixes for vphysics crazy position crashes
Minor changes in sound system
* 0.00001% less memory usage
Fixed middle mouse reset on DNumSlider not working
PR: Make playermodel editor sliders work consistently with other sliders
* Specifically, the value of the slider actually matches the visual preview
Fixed player breathing animation at high curtime being choppy
Fixed infinite recursion with ragdoll teleportation
Fixed a number of crashes with npc_hunter if its physics obj is delete
Double curtime related fixes
* Fixed weapon bob being choppy at high curtime
* Fixed strider gunfire at high curtime
* Fixed func_tank firing at high curtime
* Fixed sprite animations at high curtime
* Fixed gunship firing at high curtime
* Fixed flying/falling NPCs being choppy mid air
Minor fixes in Demo to Video system
Fixed autoplay sequences being choppy at high curtime
Fixed thruster effects at high curtime
Drop ship and jeep cannon fixes at high curtime
Minor fixes
* Fixed potential error state in markup.Parse when parsing colors
* Fixed string.FormattedTime returning incorrect millisecond value
Try to add more info CUtlLinkedList overflow message
Fixed Weapon:SetNextPrimaryFire truncating to floats
* SetNextSecondaryFire and SetLastShootTime as well
Fixed inflator tool setting firerate only for left click
Net Graph tweaks
* Display net messages with a separate color
* Automatically scale the net graph if it goes higher than half of the screen
Minor changes
Unbreak TTT voice panels again
Minor fixes for certain regressions
Fixed Weapon:SetNextPrimaryFire truncating to floats
* SetNextSecondaryFire and SetLastShootTime as well
Fixed inflator tool setting firerate only for left click
Net Graph tweaks
* Display net messages with a separate color
* Automatically scale the net graph if it goes higher than half of the screen
Minor changes
Unbreak TTT voice panels again
Minor fixes for certain regressions
fix train headlight beams pooling, add it to tests
add wooden skins to scene
Guard against accessing null particle systems in PowergridEngineFx
Put all faces into the face selection
- populated according to the bodytype you've selected
Update: rewrite prefab scanning to work via SerializedObject/Prop
Unity already solves working with structs, so I'll just use their tech
Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
Fix composter showing "Turn on" and "Turn off" menu option
- make both stove & composter not show the menu options
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
merge from misc_error_cleanup
merge from improved_event_saveloading
Slight cleanup and more safety around the spawned instance ids saveloading
Chandelier - removed unused material, fixed unnecessary two sided materials
Fix a ghost man occasionally showing up in the character creator due to sss
WIP first pass on randomised small room Variant I
Add environment reflections to the character stage
- Restores sky reflections in eyes
Force max res mips for all streaming textures when rendering character icons
- prevents camera distance from affecting loaded icons
Fix traincaraudio not having a reset state
Added new sounds for the animal fences :fence::cow2::fence:
Added boost settings to options UI
Fix motion blur with the Crystal AR by adding a depth-only pass
Add support for depth only passes in ViewModelRenderer
This also simplifies the pass caching logic
Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
main -> character_customisation
- Setup lerp system to realign with the server
- Fix bugs with immediate release mode
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through
Reduce minRegionSizeMeters for navmesh to not nuke small regions, fixing "no navmesh on bandit watch towers", need a better fix in the future
Added support for rendering layer masks between renderers and lights
Rifle Anim events Update
Convert existing per-LOD Hide/Show into HideLods/ShowLods (
162612), which is used on the crystal ak.
Converts world model magazine/attachment visibility events from four
separate Hide/Show calls (one per LOD0-3) to a single HideLods/ShowLods
call on LOD0, per the new engine support in
162612.
Fixed on all ak rifles, lr300 (and space skin), m16a2, m249, hmlmg, smg & thompson. 17 files updated.
Fix scientists going through unopenable doors (new navmesh, the puzzle doors)
- New tuning dials (release types, origin types, offset types)
- Setup flare with immediate mode
- Clearup predicted prefab if its turned off on do prepare of an object
Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
- Old cows will go to sleep and die peacefully, instead of player the combat death anim when dying of old age
- Cows get slower as they age, they also stay closer to home
- Cows can lie down just to chill, old cows chill more than normal
- When night falls, cows regroup and sleep together, some cows are early risers and some like to wake up late
- Hook sheep and lamb corpses
- Hook the death anims with forward momentum that are played when animals are killed while they are running
- Fix ai.fillHungerlivestock doing the opposite of what it says
- Fix cows never getting hungry or thirsty after feeding or drinking once, or getting full from one single grazing
- Fix cows being unable to find food after grazing once, because they search radius was smaller than the "overgrazed" marking
- Make cows roam less they seemed more like a pack of wolf than chilling cows
sandbag barricade half and three quarter height variants
two new deployed prefabs built from barricade.sandbags, same footprint and material so skins work with it
no cull like the other barricades
setup collision meshes for each, deploy volumes, nav obstacle and prevent_building box scaled to height
half height has its own gibs, three quarter shares the original gibs as they match perfectly
own prefab ids, manifest and english phrases regenerated
construction info named per variant ready
Cow get hit animation updates
- Client predicted throwables now auto create a .predicted prefab which autobakes and handles all of the required prediction backend in DoPrepare
- Added pooling support to predicted entities
- Generated .predicted versions of all the main grenades etc
- Grab a bunch of data in preprocess to avoid having to get it at runtime
Update: bring over crystalar store prefabs, setup with dynamic refs
- fix a bug with property drawer not being able to handle null/no selection
- run bundle assignation script
Tests: navigated through store in editor, saw it there. clicked to it's page, all sprites and vids were there