192,974 Commits over 4,049 Days - 1.99cph!
Improved entity registry performance (particularly ToBaseEntity)
Merge the latest to my mission branch
Added and enabled impostor renderer
Updated tree impostor materials and prefabs
Added upgraded foliage, folige billboard and ocean shaders
Added latest ASE + updated hdrpLit template
Fixed coverage queries (e.g. flares)
Fixed some issues with C4 being able to be thrown through walls as well as damaging stuff through walls.
Removed impostor debug message
Water system updates (wip)
Impostor renderer updates (wip)
Texture array tools updates
[D11] [Audio] headset removal/reinsertion now seems to be working (although there are some issues and a slight delay in detection) but it is working. It looks like the original sample code had some memory corruption as it was allocating a structure with new but freeing it with CoTaskMemFree. There is also seemingly a case where the headset would never be usable again... not sure if that was because of the memory corruption or if there is another issue... Need to do some more testing tomorrow.
Nuked a couple of deprecated components
Merge from HorseArtUpdate/HorseHair
Removed missing references from Skeleton.Horse (old mesh had gizmos/shapes from maya that weren't doing anything)
A poor man's mesh splitter, working auto-split 4x4 SLODs on airfield, compound, launch site
[D11] [Audio] Checking in WIP ... I now have the GUID of the removed headset in a callback. Next I need to issue a device changed call to get the capture into a proper error state and then loop to retry to create a capture device.
[D11][UI][#2385] Fixed issue with adding scrap to research table
Video options cleanup (remove HDR, remove UI blur, remove motion blur)
Deleted the UI blur shader
[D11] just initial setup, packages etc
Removed unset platforms from GA settings
Miltunnel conversion WIP. Pre-dates nested prefabs, groaaan.
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Added dz_ maps into Counter-Strike cateogory
Added CS:GO map icons
[D11] Last death position is now stored via the LifeStory.DeathInfo so can be stored even when a player is not online
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[D11] [UI] Fixed item error code not checking for non-error strings in accessor. Adjusted sleeping bag marker creation slightly.
Actually add a safeguard for lightmapped shaders too
Fixed CS:GO maps and props being uber shiny due to unsupported shader parameters (temporary hack fix)
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Rebuilt horse ragdoll (values temporarily copied from old ragdoll)
Merge from network_lerp_3
SelectedBlueprint / BlueprintCategoryButton optimizations
prop_door_rotating will use its .qc surfaceprop if no override specificed