192,967 Commits over 4,049 Days - 1.99cph!
[D11] [UI] Uncommented temporarily disabled menu tip code.
[D11] [UI] Adjusted translations for alternate control config menu tips. Loading screen now correctly shows tip inputs based on control config.
Merge from playeranimator_swap_test
Added cinematic_play and cinematic_stop
[D11] [UI] Fixed translation for certain loading tips to include alternate controller schemes. Fixed beds not having a map marker reference
Update ProjectVersion.txt
oilrig scene2prefab (delete this before next merge from main)
hockey platform rework
tweak the color of the mud tile topper to be more visible on temple B
tweak explosion FX
set texture compression
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
File organization/naming consistency.
Fixed Citizens and Alyx not being able to pickup any weapons
Fixed BecomeRagdoll not being called on any entity
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Merge from HorseArtUpdate
Added Piebald variation
Updated textures for all variations
Added skinned horse mesh
[d11][Audio] Some tweaks to Frontend Mix. Made sure Subtabs trigger the correct sounds regardless of the sound definitions used.
[D11] [UI] Added option to toggle proximity/range of quick chat messages. Temporarily disabled Local and Team proximity chat.
[D11] [UI] Tweaks to Piemenu colours
changed tile fall highlight layer to fix a sorting issue
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
[D11] [UI] cosmetic tweaks to options menu
[D11] Fixes and additions for player stat translation strings
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Hooked up all the UI etc. Fin
[D11] [UI] WIP fix for sleeping bag placement crash.
[D11] Server console command for detecting and naming errant AudioSource.
[D11] these didn't go in the last commit for some reason.
[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.
[D11] [UI] Added map markers to prefabpoolwarmup.