137,318 Commits over 4,474 Days - 1.28cph!

Yesterday
merge from main
Yesterday
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
Yesterday
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
Yesterday
scene update
Yesterday
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
Yesterday
Remerge of before due to submit race
Yesterday
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
Yesterday
bear desc update
Yesterday
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
Yesterday
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
Yesterday
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
Yesterday
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
Yesterday
Bunch of cleanup and refactor iterating,
Yesterday
merge from storepage_glowingwallpaper
Yesterday
Updated all media with individual shots for each wallpaper
Yesterday
Merge: from main
Yesterday
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
Yesterday
Added a visible number to rentable shops to align with computer terminal
Yesterday
Push missing function
Yesterday
cache bounds, still kinda slow
Yesterday
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
Yesterday
Train tunnels additonal rooms / early whitebox progress
Yesterday
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
Yesterday
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
Yesterday
Scene save
Yesterday
Fixed admire button regression
Yesterday
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Yesterday
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Yesterday
satellite crates updates (textures, meshes, lods)
Yesterday
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
Yesterday
Compact some serialization
2 Days Ago
merge from snapping_revert_2
2 Days Ago
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
2 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
2 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
2 Days Ago
Merge: from main
2 Days Ago
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
2 Days Ago
added calf model materials and textures. all livestock animal textures meta files updated.
2 Days Ago
merge from furniture_occlusion_fix
2 Days Ago
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
2 Days Ago
Merge: from main
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
2 Days Ago
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
2 Days Ago
Tweaked various prop LOD distances that were popping in the corridors and lobby
2 Days Ago
Updated pool cue position in animations
2 Days Ago
Fix Scientist2 not spawning on deep sea islands
2 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
2 Days Ago
game_room_dlc -> game_room_dlc/pool
2 Days Ago
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering