253,046 Commits over 3,990 Days - 2.64cph!
cherrypick language files update
Rip out some XBox UI and matchmaking stuff
Exposed hotload skip attrib and callback interfaces
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Refactor and minor optimizations
Strip out -nop4 stuff
Strip a bunch of p4 stuff from assetbrowser
Strip p4 stuff from assetrename
More p4 stripping
Strip perforce shit from vgui
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Pixmap enhancements
Interopgen inline functions
We can skip creating pen and brush objects to paint and do it inline
CMaterialIcon caching
Fix line width not setting
Fix NoteGameLoopStage wrong end
proof of concept performance tab
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Potentially working PoC for using volumentric texture to store light data for voxels (need ogniK to rescue me on the shader side)
Citizen: HoldItem hand poses now define the position of hold bones
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Removed most of the small rocks on the hill with the antenna because they were causing too many issues on certain seeds
Rotated two cliff meshes to make sure there's no holes
fix for ice skin not following model correctly in 3p
Fix ice rifle weapon sounds (enabled Custom Local Folder on viewmodel events component)
Updated Arctic Labs menu background video
Security light - adjusted texture size of smashed glass
Security light - glass texture tweak
Revert affected blocks (just add them all fuck it...)
Some additional tweaks / hacky(?) method to get light level from block opposite face
Fixed receiving crush damage walking up arctic base garage door
Making a backup of light progress
Initial torchlight code (no sun propagation yet) but still needs some additional work for face brightness to be affected by opposite block
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Fixed missing 3rd person anim when reskinning an entity
Trying some performance improvements
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fixed an error with stripped out light propagation code (need to rework it)
Split up chunk slice loading into a task to avoid Source hang dialog when loading the map. Added a simple placeholder loading screen to show how many chunks are loaded.
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Tweak mesh depth settings
Added Playground_Sprays scene for testing
Fix IconSkinPicker throwing an NRE when the skin picker is closed (only affected the editor)
arctic base garage door sounds
Network GreedyMeshing boolean when receiving map data
Give every block a random brightness (1-15) and hand over to ogniK for shader magic
Add Map.GreedyMeshing config and disable greedy meshing if it is false
Fixed Tomaha ski extension bug