192,967 Commits over 4,049 Days - 1.99cph!

6 Years Ago
[D11] [UI] Uncommented temporarily disabled menu tip code.
6 Years Ago
[D11] [UI] Adjusted translations for alternate control config menu tips. Loading screen now correctly shows tip inputs based on control config.
6 Years Ago
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6 Years Ago
Merge from playeranimator_swap_test
6 Years Ago
Codegen
6 Years Ago
Added cinematic_play and cinematic_stop
6 Years Ago
6 Years Ago
[D11] [UI] Fixed translation for certain loading tips to include alternate controller schemes. Fixed beds not having a map marker reference
6 Years Ago
Merge from main
6 Years Ago
Update ProjectVersion.txt
6 Years Ago
Merged from main
6 Years Ago
Merge from main
6 Years Ago
oilrig scene2prefab (delete this before next merge from main)
6 Years Ago
cherrypicking 36684 36685 36715 36716 36719
6 Years Ago
cherrypicking 36666
6 Years Ago
Backup
6 Years Ago
hockey platform rework tweak the color of the mud tile topper to be more visible on temple B tweak explosion FX set texture compression
6 Years Ago
SendLua/BroadcastLua/lua_run_cl will print its code to console on Lua error to help track down the source if the developer convar is set to not 0
6 Years Ago
File organization/naming consistency.
6 Years Ago
Backup
6 Years Ago
Fixed Citizens and Alyx not being able to pickup any weapons
6 Years Ago
Fixed BecomeRagdoll not being called on any entity
6 Years Ago
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6 Years Ago
gesture stuff
6 Years Ago
merge from main
6 Years Ago
Shop mass item purchase.
6 Years Ago
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6 Years Ago
Merge from HorseArtUpdate
6 Years Ago
Added Piebald variation Updated textures for all variations Added skinned horse mesh
6 Years Ago
[d11][Audio] Some tweaks to Frontend Mix. Made sure Subtabs trigger the correct sounds regardless of the sound definitions used.
6 Years Ago
[D11] [UI] Added option to toggle proximity/range of quick chat messages. Temporarily disabled Local and Team proximity chat.
6 Years Ago
[D11] [UI] Tweaks to Piemenu colours
6 Years Ago
changed tile fall highlight layer to fix a sorting issue
6 Years Ago
Split SceneLODs up into quadrants, manipulate LODGroups/RendererLODs instead of individual renderers, use dist-to-box for fade distance, fixed occlusion messing with disabled renderers inside buildings
6 Years Ago
merge
6 Years Ago
[D11] [UI] cosmetic tweaks to options menu
6 Years Ago
[D11] Fixes and additions for player stat translation strings
6 Years Ago
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6 Years Ago
Hooked up all the UI etc. Fin
6 Years Ago
[D11] [UI] WIP fix for sleeping bag placement crash.
6 Years Ago
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6 Years Ago
[D11] Server console command for detecting and naming errant AudioSource.
6 Years Ago
[D11] these didn't go in the last commit for some reason.
6 Years Ago
[D11] some occlusion overhaul, initial version. Occlusion is hooked up to the instancing renderer now. Meshes use OBBs instead of spheres to get tighter occlusion bounds. HiZ samples 4x4 instead of 2x2 to reduce false positives, so less objects pass the occluded objects get drawn. Also does polygon clipping of the OBB to prevent offscreen projection making the NDC box massive, this could be too expensive but it's only clocking 37usec on ps4 on a 4k map. MeshOccludee uses OBBS, ArticulatedOccludee uses AABBS, anything else still uses spheres. todo: memory footprint has been increased over the original version, this could be improved. The pixelshader fallback path has been lost, I could put it back together again if needed. Various things are not being registered with the occlusion system, such as things using MeshCull, and some other stuff to, so these could be added. Some of the other clients of the occlusion system could use tighter bounds, since the system now supports spheres, aabbs and obbs.
6 Years Ago
[D11] [UI] Added map markers to prefabpoolwarmup.