137,330 Commits over 4,474 Days - 1.28cph!

2 Days Ago
Market lighting tweaks for the changed layout.
2 Days Ago
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
2 Days Ago
Fixed RidableHorse ProtectionProperties leak
2 Days Ago
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
2 Days Ago
Prefab cleanup.
2 Days Ago
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
2 Days Ago
Fixed some conduits that didn't line up to light fixtures anymore.
2 Days Ago
More lighting polish.
2 Days Ago
Merge: from main
2 Days Ago
Button style changes
2 Days Ago
Piano v4 animation updates
2 Days Ago
Lighting prefab improvements.
2 Days Ago
merge from main
2 Days Ago
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
2 Days Ago
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
2 Days Ago
scene update
2 Days Ago
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
3 Days Ago
Remerge of before due to submit race
3 Days Ago
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
3 Days Ago
bear desc update
3 Days Ago
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
3 Days Ago
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
3 Days Ago
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
3 Days Ago
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
3 Days Ago
Bunch of cleanup and refactor iterating,
3 Days Ago
merge from storepage_glowingwallpaper
3 Days Ago
Updated all media with individual shots for each wallpaper
3 Days Ago
Merge: from main
3 Days Ago
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
3 Days Ago
Added a visible number to rentable shops to align with computer terminal
3 Days Ago
Push missing function
3 Days Ago
cache bounds, still kinda slow
3 Days Ago
Final (for real this time) apartment costs: Small - 25 initial cost, 10 per day Medium - 150 initial cost, 50 per day Large - 350 initial cost, 100 per day
3 Days Ago
Train tunnels additonal rooms / early whitebox progress
3 Days Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
3 Days Ago
resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search
3 Days Ago
Scene save
3 Days Ago
Fixed admire button regression
3 Days Ago
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
3 Days Ago
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
3 Days Ago
satellite crates updates (textures, meshes, lods)
3 Days Ago
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
3 Days Ago
Compact some serialization
3 Days Ago
merge from snapping_revert_2
3 Days Ago
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
3 Days Ago
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
3 Days Ago
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
3 Days Ago
Merge: from main
3 Days Ago
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
3 Days Ago
added calf model materials and textures. all livestock animal textures meta files updated.