255,059 Commits over 3,990 Days - 2.66cph!

3 Years Ago
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3 Years Ago
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3 Years Ago
Desert sculpt finalization progress
3 Years Ago
Don't upload .source2 folder to steam (probably fixes long startup times)
3 Years Ago
Delete orphaned textures Delete orphaned models Add Utility.SendToRecycleBin Asset system attempts to automatically delete orphans Commenting out a bunch of texture compile noise
3 Years Ago
Backup 2022/05/11 12:50:00 UTC
3 Years Ago
Possible fix for campaigns sometimes being invisible !switch !release
3 Years Ago
Allow setting MSAA whilst in tool mode
3 Years Ago
merge from main
3 Years Ago
Replace per tool GameData with a shared one managed by IToolFramework2, move the managed GameData out of Tools.MapEditor and into Tools, same with it's interop. * Decoupled CGameData from CGameConfig (mapdoclib), removed g_pGameData use the IToolFramework2 locator now instead. * Initialize managed GameData from CToolFramework2::Init() before anything could ever need it. * Populate GameData from managed asynchronously, this solves race conditions of loading Hammer too fast, as well as letting you add localaddons mid game. Tool scenes loading maps will now have access to all this managed game data too, solving lighting issues / missing sky boxes in modeldoc / others. This also gives us a very easy route to deprecate fgd files in ModelDoc if desired. Instead of loading GameData from addons on initialize, load it in from assemblies when added to GameAssemblyManager Unfuck the map compilation, gotta use a dirty global for gamedata still in mapdoclib, set it automatically when toolframework2 is avaliable, mapcompiler manages it's own manually though. A couple of dirty hacks to do this, we can undo these if we end up making map compilation not use a seperate process - or there may be some nicer ways to do these globals.
3 Years Ago
Startup time optimizations (~400ms)
3 Years Ago
Desert area wip
3 Years Ago
Smoothing out tools mode startup Move splashscreen to c#
3 Years Ago
cherrypicking 70776 - Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
3 Years Ago
Added ai.killanimals server command
3 Years Ago
Added ai.AddIgnorePlayer and ai.RemoveIgnorePlayer server commands. AI now checks the ignore list when adding players to memory.
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
3 Years Ago
Add r_force_copy_texture_using_shaders for the rare situations some cards are encoding video with incorrect color format
3 Years Ago
Fixed offsets not recalculating when entering/exiting parented space (still not 100% right)
3 Years Ago
Fix bloom with no MSAA
3 Years Ago
Fix Client.camlerp not working in parented camera mode (lerp is applied in local space) Added debugging.debugcamera_orbitwhileparented, true is legacy behaviour, false is new default and uses same controls as unparented mode
3 Years Ago
Fix compile error in fibertools.h with VS2022 17.2.0
3 Years Ago
Backup 2022/05/11 06:50:00 UTC
3 Years Ago
Parenting to an entity now properly converts the debug camera's position and rotation calculation to be in local space (previously rotation was in local space but position was world space) Removed debugcamera_bonerotation, this functionality is now active whenever the camera is parented to something Now emulates a physically attached camera
3 Years Ago
Add Tools/Scene/Add Parent GameObject editor shortcut
3 Years Ago
Add Tools/Scene/Focus Camera To Main Camera editor shortcut If the dev_cam root is found it uses that for the focus zoom calculation and enables that gameobject
3 Years Ago
Merge from shot_parenting
3 Years Ago
Merge from main
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Fixed NotifyLod components not respecting mesh.quality convar (will affect sprays as well as boom boxes)
3 Years Ago
Fixed spray sfx looping incorrectly when spray can breaks mid spray
3 Years Ago
Added terraincollisionproxy scripts to the snowmobiles
3 Years Ago
SedanTest uses CarProtection instead of BlockMetal protection
3 Years Ago
Sprays that detect a sudden detection change will now break the line and start a new line This looks a lot better than attempting to make the turn with the limited geometry we're using This still only counts as one spray entity Remove point culling features, no longer needed
P
3 Years Ago
Merge from main
3 Years Ago
Fixed water reflections
3 Years Ago
Server compile fix
3 Years Ago
Moved woundedfreecam from editor-only to admin-only
3 Years Ago
Backup 2022/05/11 00:50:00 UTC
3 Years Ago
Merge Main -> Media Projects
3 Years Ago
Removed missing ref to DrawCinematic
3 Years Ago
Ported RustEditor changes from media_projects to Main
3 Years Ago
Added save/load weather buttons
3 Years Ago
Don't save WeatherSlider values between sessions (removing the Get here, Set already removed in 70752)
3 Years Ago
Removed adjustWeather bool since it's broken anyway + value slider fix
3 Years Ago
Rewrote the conditional in WeatherSlider for clarity. Previous code was functionally the same but nobody has time to understand "if ( GUILayout.Toggle( value != -1, "", GUILayout.Width( 64 ) ) != ( value != -1 ) ) value = ( value == -1.0f ? 0.5f : -1.0f );"