139,396 Commits over 4,352 Days - 1.33cph!
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
armoured ladder hatch triangle frame
Skinning fix for krieg hazmat backpack straps
Re-enable RW on 5 meshes used by particle systems
merge from hackweek_server_mesh_cull
progress on the damaged wing, some set dressing
apartment bulding concrete debris prefabs and models
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Switch to easter event UI
Fix exception on egg LOD component
Merge from wiretool_rpcflood_fix
Merge from shipping_container_skin_frames_fix
Merge from storage_box_dlc_corpse_references
Shields now switch to a smaller collider when RMB isn't being held
Merge from auto_particle_cinematics
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy
Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Update prefab with latest model, still has issues
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Merge from hackweek_server_mesh_cull
Removes Mesh data from server builds that is only used for client rendering
Saves around 620mb of memory at runtime
Removes 2.7GB on disk from server builds
Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Remove BuildMapServer test method
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds
Some improvements to high curtime weapon firing
* float=>double for C_BaseAnimating::GetAnimTimeInterval
C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack
CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime
CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
Updating ladder hatch rig fbx
Fix a NPE crash with network transmission check
Change Hammers ???? spawn flag to a more descriptive text
Restore gmod_language cvar for dedicated servers
* Kinda lame that I have to do this, but in order to not break stuff
Apply some validations to shader API
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to
Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Adding easter bunny costume cloth asset
Add support for different cell sizes for network group layers
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Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState
Tests: none, trivial change
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Fix ScientistSuitNVGM mask + NRE
Merge: from updatesubs_optim
- Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled)
- New: unit & perf tests for net group updating
Tests: unit tests
Update: disable parallel sub updates in Jobs 3 mode
- ripped out test code for network grid preallocing
Going to enable it once dependent work is done.
Tests: unit tests fail (as expected)
Merge from worldpositiongenerator_optimise_2
More optimisations for WorldPositionGenerator
- Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample
- Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
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trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
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3p car passenger idle anim exported
Fixed flickering hair cards in hide skirt
Limit watch tower placement to every ~20m