114,198 Commits over 3,959 Days - 1.20cph!
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
No point having a maxDistance param on IsVisibleAndCanSee, with the way it casts both ways
Admin tools now also allow disabling the Performance Text UI
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap)
Convar is ignored on the death and marketplace screens
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at
Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case
Mark auth as dirty when players are removed from auth or come into trigger range while unauthed
Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
WIP vertex paint for wind shader
Dracula cape lods
Dracula cape no longer hides hair
Material adjustments
Final torchholder enabled state.
Blue bottomed atlas variant.
Updated skinning
Proper burstcloth bone names
Torch flame & related files.
Sorted duplicate ember files from a prior messy merge.
Major clean up in preparation for integration of accumulation-based DoF and AA
Added ConVar.UI.showBeltBarBinds, defaults to false.
Starting the tutorial defaults it to true.
Display actual keybind buttons bound for belt bar slots instead of just 1-6.
Added Input.OnKeybindChanged event, called whenever a bind is changed.
Belt buttons listen to keybind change event and update as required.
Show keybind text for belt bar buttons
Added OnTutorialEnded RPC to player, ready to be called in the future.
Clear local time override when tutorial ends/aborts for player.
Merge from island_spawning
Tutorial crafting objectives are now highlighted in the crafting menu
Codegen
Fixed helicopter IK
Fixed more IK warning spam
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
Removed the cinematic player avatar and accompanying convar (should no longer be needed with new model)
Cleaned up/compiled out old IK layer tests, can now play unarmed without warning spam
Still lots of issues with holding weapons
Added high bone count test
Debug force open map no longer constantly turns the map on and off
Large explosion stuff & temp working files.
Temporarily disable cloth sash
merge from cached_server_browser_2
Fix underwater lab floor assignments not working correctly sometimes when optimized loading is enabled
Should fix the wrong number of underwater layer buttons shown on the map
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Merge from post-radial-blur
Added ExplosionScreenBounceFade script
Added explosions overlay script
Fixed radial blur line endings
Small NRE fix to LensDirtinessEffect
Track which spawn location an island takes.
Added a Return() function ready to call when we start returning/destroying tutorial islands.
Free up the spawn location again when an island is done with.
Take a valid island position from the list each time we create an island.
Doesn't re-use/release yet.
First version of post-process radial blur
merge from main -> global_networked_bases
Convert to static class, get rid of gizmo debugging stuff.
Initial FillEdges implementation for getting valid islands along the map boundary edges with no overlaps. Support for loops.
Reset index of trianglebuffer & indexbuffer when creating geometry buffer