250,896 Commits over 3,959 Days - 2.64cph!
merge from Tier3CrateRotationFix
merge from cargo_double_dock
merge from hobobarreliconfix
▋▍▌▍▋ ▌▄▆▆ ▇▆▌_▍▌_▉▅▌▆_█▅▊▌▆▇_▍▋▉▅▊▌▌▄
merge from fix_uncompressed_tags
merge from teslacoil_igniter_damagepickup
merge from fix_storage_adapter_blocking_looting
fixed black line at top of hobobarrel icon
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved
Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline
Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect
lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
fixed muted spread of incendiary rockets, updated visuals
sks holster position updates
Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed "
In hammer
Merged Pull Requests
* Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter()
* TTT: Replace deprecated GetConVarNumber/GetConVarString usage
* Optimized skypaint matproxy
Fixed color modify defaults not resetting "invert color" setting
Replace some usages of debug.getregistry()
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed "
In hammer
Merged Pull Requests
* Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter()
* TTT: Replace deprecated GetConVarNumber/GetConVarString usage
* Optimized skypaint matproxy
reduced cost of incendiary rockets and slightly increased damage
reduced gear cost in HMLMG
removed tech trash from drone crafting cost
Line anchors now updated based on a client side event
actually replace getconvarstring usage this time (#2077)
Restored door controller 'Power In' input old behaviour and removed the new 'Toggle' input - so they act as before and just benefit from the new 'Open' and 'Close' inputs
Optimize skypaint matproxy (#2068)
* Optimize skypaint matproxy
* Remove localized functions
* Readd leading newline
Updated mesh and materials
remove duplicate id on input which breaks ReverseFilter() (#2079)
increased roadsign armor condition
decreased metal plate craft cost from 25 to 18 hqm
hv ammo craft yield increased to match non hv ammo
torpedo craft yield increased to 5 from 3
slightly increased torpedo surface accuracy
submarine duo fires torpedos slightly faster than solo
Removed other factors that could be contributing to far away orbit zones
Further changes to no go zone sizes
Fixed PostProcessVolume reference in "effects - explosion" breaking radial blur and lens dirtiness
Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher
Prevent main editor window from attempting to centre on itself
Fix hover looting clothing inside full backpack not doing anything
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes
New update mode, iterating over components with IWants interfaces
Sandbox.Game convars work in editor again
Run legacy game loop on older assemblies
Camera placements for other menus
Port over Opium menu camera
building generic trims textures
generic door frame, window frame models, prefabs
updated radtown buildings
Move ControlModeSettings into Sandbox.Engine (from tools addon)
Launcher displays VR button for projects with VR support
Add quick editor option to enable/disable VR without restarting the editor
player update. edited 3p hmlmg anim set
Fixed other player's HUD rendering always
More robust method of weapon equip events
Add PlayerInventory, can hold multiple weapons, and can holster current
Clean up and improve customise menu