243,701 Commits over 3,898 Days - 2.60cph!
merge from base_decor_DLC
ITypeLoader.IsProperty(ParameterInfo)
ITypeLoader.IsProperty(PropertyInfo)
Leaderboard backup, run #7061
Alternate turret optimisation - store all turret locations in a grid for easy, performant, scaling access and access that at runtime, bypassing physics entirely
Seems at least 2x-5x faster in artificial tests, should scale much better in crowded bases
Start with caching the list of nearby turrets so we don't need to do a spherecast every time we want to update interference
Fix torches in holders continuing to lose condition even after they are extinguished
Additional model block outs
Fixed an extra set of arms appearing during some gestures in the mirror
Fixed push animation getting cancelled by movement
Merge my player eyes fix -> base_decor_DLC
Remove some GC allocations in PlanarReflectionCamera
Fixed renderers disabled via HideInFirstPerson not appearing in mirrors (fixes all entites that use planners, as well as most missing held entities)
Fixed player head appearing distorted in mirrors while dancing
Fixed rocking chair gibs using wrong materials.
Fixed a couple of shader compile warnings, one of them important
Merge main -> experimental
Update player eyes properly while they're looking in a mirror
Fixed mirrors not rendering the inside of caves and others (Blend4Way, SnowArea)
Merge main -> experimental
Fixed tunnel hurt trigger damaging players at the sides
Reinstate hurt trigger on tunnel entrance, after prefab corruption fix
Revert corrupted train tunnel entrance
Log compositor errors 🤦♂️
Texture is already transitioned when we receive it in managed - don't try to transition it again!!
SetSteamVrCompositorTexture signature simplified
merge from base_decor_DLC
merge from rail_network_link
Update 360controller.cfg
remove tf2 specific stuff
MAX_MAP_ENTITIES to 32k
Move Multiplayer options tab to front, and rename it to GAME
Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete
Increased the size of terrain collision triggers near the entrances in an attempt to fix Terrain Violation
fix rocking chair creak sound gain curve
Fixed leaking lights in train_tunnel_stop_a_36m
Moved metro map prop in train_tunnel_stop_b_72m because it was overlapping some signs
exported new player lr300 reload anim
Fixed alt-look causing body to intersect the mirror by deactivating mirror when body is facing away from it
Cache known player names so different parts of UI can use that instead of falling back to Steam names
Remove duplicate Steam language filter call on player names
Change GetPlayerInformationAsync call to GetPlayerInformation in JustSeen as a little free optimization
Fixed torch holder flames not rendering below shader level 300
Fixed torch holder lighting being all offset and wrong.
Remove runtime VR enable/disable
Doesn't work for vulkan which is what we're aiming to eventually primarily
support - ideally we want something like this issue describes:
ValveSoftware/openvr/issues/993
I did try re-creating the render device whenever VR was enabled/disabled
but couldn't get this working and I think fixing it is out-of-scope here.
Refactor HMD-specific tracking code
Test overriding interleaved reprojection
Finish VR input
Document ivrcompositor
Clean up
merge from base_decor_DLC
merge from fix_mirrors_gnb
merge from rail_network_link
Fixed cliffs and others disappearing in mirrors (culling workaround)
Added PlanarReflectionCamera.ActiveReflections to check if any mirrors are reflecting
Basic variable selector / creation
Ice lake terrain anchor fixes that could lead to terrain overlaps with small monuments
Make GraphView.FormatTypeName public
Sources timeout.
Bunch of WIP refactor.