240,776 Commits over 3,867 Days - 2.59cph!
Fix craft amount reseting to `1` each time you craft more than 1 item
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Store the clothing of the player with the head object for reproduction later
Scrap heli, parent ragdolls
Interpolation edit, no longer need the fancy stuff
Manifest again, to fix scrap heli
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Enable ragdoll -> vehicledetailed physics collision
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
First pass on a new detached head in a bag item
If the gathering item has this behaviour enabled in the gather settings a head item will be produced on the last gather hit on the corpse (enabled on the butcher knife for now)
The item is non-stackable and stores the relevant information about what NPC it came from (player data still wip)
Added an Inventory information panel that displays what animal the head was gathered from when selected in the inventory
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender
Add depth downsample layer, replace CVrComputeShaderRenderer with generic one
Cleanup dynamic reflections layer
Move depth downsample to it's own neat layer, use specialized depth resolve for another image format
disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor
Vulkan compile for depthresolve_cs
Remove r_resolution_scale not referenced anywhere
Cherrypick
88308 and
88309 (MaterialPropertyBlock not rebuilding after resize)
Ensure MaterialBlocks are rebuilt after the cell allocator buffers are resized
Weapons: sync with changes
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
Fix 2021 branch compile error
update global_networked_bases/2021
Command to manually expand render buffers
merge from main -> global_networked_bases
Second train tunnel entrance progress
Setup a basic prefab for the second entrance tunnel variant
adding airduct tileset, plasterboard hotspot
Leaderboard backup, run #6545
Shape triangulation (tools need this)
Small action graph editor fixes
Update ActionJigs
Try to get nodes to redraw on change
Make ENT:OnTaskFailed second argument work
Added 2nd return value to NPC:Disposition - priority
Panel.DrawTextEntryText doesn't silently fail with invalid input
gitignore settings/presets/
stake - viewmodel prefab renderer setup
Update() node UI after Layout() calls
Weapons: remove HoldAdjustment_ parameters from all animgraphs
stake - initial prefabs for viewmodel, worldmodel, entity, projectile, and item
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs
Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used
brick_single_a dirty blend adjustment
Constant node drawing tweaks
Constant nodes
Node interface tweaks
Remove unused shit from util_trace