137,375 Commits over 4,474 Days - 1.28cph!
Merge from culling_falsepos_improv
merge from flat_estimatedvalue_sleepers
merge from culling_falsepos_improv
merge from demo_shotlist_fix
Merge: from culling_falsepos_improv
- Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group
- Update(debug): improved output of some of these tools
Tests: used these tools on craggy and apartment
merge from piemenu_binds_feedback
Fixed Demo "Shot List" and folder buttons not working
Fixed bind texts overflowing
Update: expose more of culling debug tools
- DebugShowStats - same as PrintStats, but continuously rendered to screen
- DebugDrawHiZMipChain - draw all depth mip levels on screen
- DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable
Tests: used all on craggy
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
Prevent all melee damage to doors whilst outside the raid window.
Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
merge from apartment_early_evict_fix
Only advance the baseline when we report a change
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
blast door gib material fixes
merge from doorcontroller_restart_fix
Fixed door controller triggering on server restart
Mark physics debug concommands as cheats consistently
Fixed level transitions inside a vehicle resetting player's move type
* This was causing the player to drift off from vehicles on collisions.
Minor cleanups and fixes
Restored ability to store generated VPROF reports to a file
Added requested vprof scopes (physics & networking)
Switch texture memory debug vars to uint64
Make our Shotgun use sk_plr_num_shotgun_pellets
* HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire.
Fixed an NPE crash with DebugDrawPhysCollide
Lets try have Sandbox strip all weapons on spawn
* it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones.
Make Player's MaxArmor save across level transitions
Reset MaxArmor on player spawn (unless during level transition)
Do not render $no_draw materials on models in depth pass
Fixed a crash with game.MountGMA
Fixed armor being stripped with hl2_episodic on level change
Make player model Alyx use separate head material
* Fixes Alyx NPC losing phong detail in the head material
Minor changes to viewpostproces from TF2 SDK
* Removes duplicate creation of mat_colorcorrection
Delete serverside mat_hdr_tonemapscale & some related entity IO
* Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame.
Adjust texture panel header to scale with screen width
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
merge from horseprotection_leak_fix
merge from wallpaper_deploymismatch_fix
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint.
Some basic whitebox layout for the control room
Fixed wallpaper construction switching mismatch
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
halloween costume mat setup
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
halloween costume prefab conditionals
LOD stages for stacked desks monument blocker
Viewmodel for halloween costume
Possible fix for apartments evicting players after a few minutes
Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values)
Would have affected servers with 24h+ uptime more severely
merge from ClanActionResult_leak
merge from bannotification_date_fix
merge from raidwindow_convar_fix
merge from skinviewer_charms_fix
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager
Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes)
Add UI Blur profile to BlurManager with variable blurSize
Add UIBackgroundBlur component to ingame menus
Setup UIBackgroundBlur tweening to match old behaviour
optim: merge modules, running a bunch of anim jobs seems stupid expensive
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.