133,345 Commits over 4,262 Days - 1.30cph!
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Perform application of the motion list transforms in a job for better performance
cannonball explosion sounds and flight loop
Merge from indirect_instancing (also force-disables it for non developers)
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Mark all Indirect Instancing ConVars as DeveloperOnly.
Don't include DeveloperOnly commands in autocomplete.
Boost visibility of display back elements
Merge from main (to pull in mac_foliage_tearing_fix)
Ammo display llight now works again, and apply fade in to light intensity on deploy
Merge from mac_foliage_tearing_fix
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission
- Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission
- Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Added NPC and vehicle breakdown to deepsea.printentitycount
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation.
* Fix randomly disappearing stationary and in-motion objects in the deep sea.
* Fix concurrent access exception when in-motion objects are destroyed.
Finished boats can be repaired with the hammer without entering edit mode.
Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs.
Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat.
Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
merge from naval_update/islands_navmesh_fix
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it
NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly
Fixes scientists phasing through dwellings
Merge from nav_optimisation
Bump radius to 200m just to be safe
male17 & mossmanarctic glove viewmodel fix
Patch some models
cs_fix.mdl - Fixed it not loading
zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models
Fix underwater ambient sound never playing
Apply memory allocator fix for LuaJIT
Update game_sounds_manifest.txt
Ignore VPK build files
Update "CUtlBlockMemory overflow" warning with some numbers
Add missing Episodic soundscripts to the HL2 fallback VPK
Make npc_strider fall to the ground if moved via physics gun
* Also negates the bug where Antlion Guard can launch the strider into the sky infinitely
Fixed a material refcount issue with render.MaterialOverride
* Occurred with dupe icon generator where the outline became missing texture.
Fix potential refcount issues with MaterialOverrideByIndex
* Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering
Fixed a recently introduced compile warning
Even more potential material refcount issue fixes
* render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride
* Also reset all 3 on disconnect
Fix potential crashes with malformed models
Use model bounding box if it has no hitboxes for particles
* This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected.
merge from main -> fix_steam_nickname_bags
Fix pumpkin.wearable (was back to front)
added elite crates to ghost ships, rebalanced cannon damage against player boats
Fixed diving fins missing material
add graphics.atmospherefogdensityscale
merge from deepsea_portal_weather_fixes
merge from deepsea_portal_weather_fixes
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
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Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
merge from deepsea_demos_fixes
Fixed climate not using the deep sea weather when playing demos in the deep sea
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea
Fixed terrain config not switching to deep sea when playing demos
latex balloon better text conformity