157,967 Commits over 4,566 Days - 1.44cph!

1 Year Ago
merge from canvas_debug_command
1 Year Ago
Fixed debug.printanimators double names in the inactive row
1 Year Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
1 Year Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
1 Year Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
1 Year Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
1 Year Ago
Fix NONE compile error in Shield.cs
1 Year Ago
merge from dynamic_occlusion_pausing -> main
1 Year Ago
Fix compile errors
1 Year Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year Ago
Make `batch_industrial_pipes` a non-admin convar
1 Year Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
1 Year Ago
Slightly optimise command reordering
1 Year Ago
Jobified instance reordering
1 Year Ago
Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
1 Year Ago
merge from optimize_sprinklers -> main
1 Year Ago
Fix compile error
1 Year Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
1 Year Ago
Fix compile errors
1 Year Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
1 Year Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
1 Year Ago
Merge from boat_building
1 Year Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
1 Year Ago
RPG7 - Added baked viewmodel
1 Year Ago
Set dressing polish and some boosted bounce lighting in floating city 3
1 Year Ago
Added boat building station deployment guide prefab with latest artwork
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from part_caching
1 Year Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
1 Year Ago
Switch more stuff to using cached parts
1 Year Ago
Merge from parent
1 Year Ago
Re-add hull flag, set on hull blocks.
1 Year Ago
1 Year Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
1 Year Ago
Merge from main
1 Year Ago
Casino barge decks
1 Year Ago
added an elevator shaft to the casino roof in FC4
1 Year Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
1 Year Ago
raised security tower cover
1 Year Ago
level submit
1 Year Ago
Codegen
1 Year Ago
removed Deferred Mesh Decal script from mesh object parent
1 Year Ago
removed double LODing method on prefab causing errors
1 Year Ago
supply signs lods, collision
1 Year Ago
Casino LOD/COL/Prefab progress
1 Year Ago
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1 Year Ago
HLOD and s2p for floating city 3