155,942 Commits over 4,536 Days - 1.43cph!
import new frog anims and integrate, breaks materials on model
Bunch of UI styling/improvements.
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks
Assign root bones on calf prefabs to fix stringpool warnings
Fix fence collider being stripped from the server, fix import settings, assign phys material
Add door controller sockets to fence gate, refine lock position
Set up vehicle phys boxes
Allow fencing to be demolished
When looking at a deployable that can be demolished with a hammer it now gets the blue highlighting, same as when its upgradable
Bugfix: HttpImage - create blurhash sprite when one is needed
Tests: navigated to store general page, saw the background change to blueish, dlc page is redish
merge from Frog_Branch -> critter_animals
Prevent key rebinding triggering if clicked with gamepad cursor
Bugfix: clamp color channels when creating a blurhash texture
Tests: navigated through store, no more color splodges
Update: ran StoreBundleTool to assign blur hashes
Tests: inspected store with httpimagedelay
- updated cattle bias maps and reset their settings, applied new maps to cattle materials.
- updated sheep model with better organised model
- fixed some AO issues in sheep textures
- added sheep fur normal and applied it to sheepfur materials
- added LOD material for black sheep fur and updated sheep prefab
Bugfix(editor): read textures as srgb data when able to
Tests: visualized produced blurhash
Added inheritSkinsFrom to ItemDefinition.
Code support for it.
Set all sandbag variants to inherit skins from the base sandbag item.
Update(editor): minor cleanup of CalculateBlurHash
All experiments to async load textures failed, so committing to this version
Tests: inspected a couple produced blur hashes
merge from sandbag_barricade_sockets
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
Fix some key latching issues when input gets cleared such as F1 console opening.
Merge from salvaged_cleaver_loud
Salvaged cleaver distance fix
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
M79 Grenade Launcher Blockout
fully integrate squirrel anims, fixed critter locomotion analyzer tool
merge from Livestock_animals/meat_visuals
Fixed apartment complex and floating cities not showing in the S2P batch window
S2P:
- ferry terminal
- outpost
- large oilrig
- gas station
- radtown
- supermarket
- water_well (all 5)
- apartment complex
- floating city (all 4)
merge from sentry_upload -> main
- Changed the LightBinningJob to only process depth bins within the screen tile that a light occupies to reduce the overhead of the job significantly
- Aligned depth bins for each tile within memory so that they are within the same cache lines and produce more cache hits when sampling the depth bin on the shader side
integrate new squirrel anims
Re-add the "max 3 uploads per session" logic that got removed accidently
PS 4/5 gamepad layout vdfs.
Update input config deploy tool to work with all the layouts not just xbox.
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Added CMoveData:RemoveKey helper
* Since CMoveData:AddKey and Get/SetButtons already exist
Potential fix for kickid kicking unauthed players when using SteamID64
* Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe
Make Entity.GetHitboxSetCount return a number at all times
Hopefully fixed cubemap issues on Linux and AMD GPUs
Minor cleanup in cl_voice.lua
Wipe vertex buffers on lock
Fixed wood_spool01.mdl prop data and smoothing groups
Temporarily disable MacOS builds
Add missing catch {} to a try statement that only had a finally {} block
merge from Squirrel_test to critter_animals
merge from Livestock_animals -> critter_animals
Fixed raw beef missing its becomeOnCooked ref
Editor tool to preview the meat position
Added new meats to all oven prefabs
main -> grenade_client_prediction