243,384 Commits over 3,898 Days - 2.60cph!
Restored upkeep cost, moved detailed colliders to the Deployed layer
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
Remove HLSL/GLSL compatibility funcs
Delete unused Gather4Red macros
Use normal precise keyword
Piss off Dx9Sampler
What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics
Unused tessellation macros
vr_cubemap_fog include common_samplers
Fuck these Front/BackFace macros
Useless redefines
Made the docking test map smaller again
Remove prefab context scene camera as well
Removed TOD Sky stuff from Prefab_Context_scene. Keeping it very simple. Background is now black.
retro tc lods, collision, updated textures
Made Prefab_Context_scene darker so that models, colliders etc can be seen more clearly against the background
Make cargo ship door LODs dynamic
Show picked up items on ui
Extended crane arm cylinder length
WIP ch47 test scenes/prefabs
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids
vfx_vulkan: improve error feedback
Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
FishSwarm spawning is load balanced
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
tweaked grounds at harbor_1 for bridge pos
Fixed egress working if it was in the process of actually entering or leaving harbor
Fixed harbor 1 to work with new path
Harbor_2: extended dock ladders and volumes
lowered surface around swivel bridge by 1.25m on both harbor ground meshes
touched up terrain accordingly
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
texture tweaks, combined mesh
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Fixed muzzle orientation again
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vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule
Don't have a different fastMode shader compile, it doesn't do anything now
Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write)
Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
Improved cargo docking movement code to handle tighter situations
Prevents clipping on harbor geometry
Moves on rails with more deterministic movement overall
merge from main -> full_server_demos
set up viewmodel rendererer script (and turned on)
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added coffeetable_a
two skins
Now loads skins when spawning tool world models
player update nailgun set up in unity
Attack tweaks.
Viewmodel muzzle point pushed back a bit.
Changed UI-Pixelate to additive blending
NPC flamethrowers don't hurt NPCs.
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Muzzle & eject loc, speed/cycle iteration.
Heavy scientist AI design fixes