249,476 Commits over 3,959 Days - 2.63cph!
Sidecar world collider edit
Make sure existing null checks aren't applied on top of new default value checks
Apply fix #2 in redid commit
Redid the commit so that it would stop applying to DeltaSerialize()
- tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
Add support for all default values, fix optional field checks applying to DeltaSerialize()
Fix & update codegen
- don't check if field is null twice (bytes & strings already checked if null when optional)
- throw error if required class isn't present, skip serializing structs if required but default value
- fix regression where it checked if field was default when delta serializing
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Skinned renderer builds bone hierarchy before scene model is created
Skip fields with custom default values instead of always serializing them
- significant as it affects Vector3
Fixes
Dirt trail iteration.
Updated codegen
Protobuf now won't serialize default values as pooling resets everything before deserialization
- should have the exact same input & output but better performance
Made ProtoBuf.Half3 and ProtoBuf.VectorData IEquatable so it can be compared to default value
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Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
Calculate our own proj matrix from scratch
Add scene viewport view mode option
Replace default cubemap texture with the one VBSP generates by default
This affects maps that are renamed after compilation
Fix CmdSeq.wc being broken on local builds
Fixed Ceiling Turret trying to play non existent sounds on dry fire
Was spamming warnings in console
Fixed Alyx not being blinded by flashlight in Episode 1
More episodic behaviors, for Zombies and Headcrabs
Fixed Alyx still following the player in darkness mode without flashlight
Fix Alyx's darkness breathing breaking other voice lines
Remount subbed addons if we unmounted server addons
In case some file(s) were overwritten by server addons, which are now gone
Clean up rope materials on disconnect, not game shutdown
Allows rope materials to reach 0 refcounts
Fixed intro screen material not being freed
Also fixed __error material getting an extra forever refcount
Also fixed __loading and __background getting forever refcounts
Fixed certain sprites (such as physgun beam) being forever referenced if drawn
Add facepunch.hc1 to tests
Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
Start moving some PlayerState stuff around
Update to yoga 3, embed in engine
vpc fixes
Remove Facebook.Yoga
Convert style setters
Rename PlayerState.Player -> PlayerState.Controller
Remove refs to obsolete VR performance stats
Projection matrix calculation tweaks - need to figure out why we're getting squares (most likely incorrect frustum)
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merge from optimize_asset_warmup_tunnels
These libraries are now published
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Add apple privacy manifest stuff, version bump
Anim source/working file backups
Add xr_linear.h
Fetch projection matrix directly from xr_linear, means people don't have to calculate it themselves
Use our own matrix struct
Minor tweaks
WIP/placeholder rock paper scissors gesture animations - 3p and viewmodel clips.
Includes entry, idle, start and exit placeholder anims.
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Merge from hood_and_cuffs
Lock/unlock backpack correctly
Update nodejs for actions
added ground ramp glue trim to storage warehouse.
more work on storage warehouse.
Added "Remove Hood" radial menu option