130,581 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Reverted incorrect change to PageMedia prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Adjusted text sizing on gesture wheel reset to default button
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                disable TOD dithering, redundant on top of global post process dither
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added "emit to maintain count" particle emitter
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Remove unused field from C_OP_NoiseEmitter
Matching CS:GO code, it was never initialized.
Fixed some props in Portal 2 appearing rainbow-y
A hack to not use missing shader combos
emit_continuously additions & changes
Added fields "emission count scale control point" & "emission count scale control point field"
Added "emission_start_time max" to "emit_instantaneously"
Enable DMX versions 3, 4 and 5 loading
Mostly intended for PCF, saves still as version 2.
This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding new catapult skinned mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hitting something with the battering ram damage its head
The ram is unusable when the head is too damaged
You can repair it using HQM
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Upped crossbow built in magazine to 4
- Enabled fractional reload
- Manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial item setup, just a duplicated crossbow for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Extend lod1 to 50m (helps hide sharp lod transition from lod1 -> lod2)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Impose use distance on request raise
 
                
                
                
                
                
             
         
        
            
            
            
                
                Codegen (was getting errors)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: patch sheared frames when exporting json snapshot
- In Editor EndOfFrame is called as part of nested GUI, which our profiler shears apart. For now we inject additional marks to maintain callstack structure
- left a TODO to properly reconstruct a sheared frame
- For now expanding frame scope to cover sheared period
Tests: exported craggy snapshot and opened in perfetto - no more randomly trashed frames
 
                
                
                
                
                
             
         
        
            
            
            
                
                dropped block scale a little
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed SKS description using the SAR token
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Added a progress bar when reloading the catapult
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rotate all siege weapon wheels in a quaternion space instead of euler angles.
Fixes all instances of gimbal lock on the Catapult/Ballista and Siege Tower wheels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simple Vehicle Visuals now supports easy assignment of wheel rotate direction (X,Y or Z)
 
                
                
                
                
                
             
         
        
            
            
            
                
                switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Factor out profielr exporting logic to a separate script
- Also cleaned up a couple log outputs, as the collection seems sensible
- Cleaned a couple already-done TODOs
Tests: Did an export from editor and standalone server (6k size, 0 pop), loaded in perfetto
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed pulling and pushing siege tower
 
                
                
                
                
                
             
         
        
            
            
            
                
                showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Fixed battering ram wheels LOD not set to dynamic
Increased culling range
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure you cant lead a horse thats towing a siege weapon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram door fixes, will need more work later
 
                
                
                
                
                
             
         
        
            
            
            
                
                Horse will send detach packets on death if towing an entity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from horse_yoke_tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated skeleton in horse ragdoll
Added siege harness to horse ragdoll (hidden by default)
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated metal shield admire animation transition on metal shield animator
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adding updated siegeharness to testridable
 
                
                
                
                
                
             
         
        
            
            
            
                
                proper scale 
removed antiquated blockout mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Terrain & terrain overrides
 
                
                
                
                
                
             
         
        
            
            
            
                
                Undo: removing ignore.conf accidental submit
Tests: none
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: ServerProfiler snapshot now contains full names for scopes
Tests: opened the new profile in perfetto