146,149 Commits over 4,413 Days - 1.38cph!
Update: PlayerModelBenchmarkScene - record bone count of spamed player models
Tests: ran benchmark
Build and ship srcds_console.exe (Windows only)
* It is a console app, so it will not spawn a new console window. Does NOT require `-console` launch param, and can just be ran from the .exe directly.
Remove engine_no_focus_sleep, add fps_max_menu, fps_max_nofocus
* Easier to understand "Max FPS" than "sleep time".
Defaults to 60 in menus, 20 no focus (same as 50ms no focus before)
Hopefully fixed "tried to create stringtable twice"
Fixed Hammer crashing on exit with DX8 rendering
Force Hammer to mat_dxlevel 95
Fix resource files? again? They had UTF16-BOM encoding? somehow?
CR => CRLF line ending for the broken resource files
* Why did it even change by itself? What's going on??
Set parenthistory to false as default
update apartment_complex_monument/prototype
Subtract
152447 merge from unity_6.3.15/ddraw_text_spacing_fix
Fix 50cal idle animations being set with ammo or no ammo incorrectly when sitting idle
merge from skinviewer_viewmodel
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Fixed MainCamera.get_position skin viewer nre
Update: BenchmarkScene - add support for selecting which recorders to activate
- added Scripts and Physics recorders
- PlayerModelBenchmark uses only Rendering + Animation ones
Tests: ran benchmark with various category bitfields
Merge from rain_grace_fixes2
Fix rear turret having incorrect animator time setting
Update: add "CPU Total Frame Time" recorder
Tests: ran baseline
Update: add mainthread-only Camera.Render recorder
Tests: ran baseline
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
Add logs back for testing
main -> mountable_rollback
Auto close fullscreen skinviewer window if the menu is not open (just in case)
Release and wait for the prefab and world asset scenes to load during bootstrap so the skin viewer can:
- load entity and viewmodel prefabs
- load bundled skin textures (we've been downloading them from the workshop as a workaround)
without needing to be connected to a server (these scenes were held until we start loading in)
Use Jarryds hack to ennsure pt boat turret reload animation doesnt drift from the players reload animation (stupid unity issue)
Increase grace period check tick rate
Renamed edge decals textures
Stray meta files
Industrial torch 3p animation updates
merge from ballistic_pass
Ballstic armor chance to be found in elite, supply drop and hackable crate
Moved body hair cap to main body textures, saves a texture sample
Update: PlayerModelBenchmark - add baseline run (0 models)
- change bench naming convention
Tests: none, trivial changes
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames
Tests: none, trivial change
Industrial torch attack and hit react animation updates
Rework/refcactor calcs.
Add convar'd initial offset range. This also means the rotate thruster effects will be visible from the go.
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Adding smoke grenade refresh viewmodel rig
Improved player model male export
3p jump anim height increase
Updated the blitter shader to fix missing shader keywords relating to MSAA
Make UI_FullscreenSkinViewer a partial so it doesn't break after code gen.
Code gen.