191,921 Commits over 4,049 Days - 1.97cph!
Simplify active submesh data structure
Facelifted the blocker family.
Update MidiJack plugin for Apple Silicon, fixes instruments throwing an exception when equipped
Unable to test functionality due to lack of local hardware but no code was changed, just a rebuild
spacedetected_log_fix -> main
Reduced eye textures to 512
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
Removed prefab references from hair sets for now (disabling hair)
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
Bugfix: fix invalid index scrambling logic in tests
Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle.
Tests: ran all unit tests
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
Bugfix: avoid trampling results when scattering out physics query results
- Also reduced size of temp allocations (they're still there, but it's the slow path anyway)
This is not the bug spotted by tests, but it would bite us in the back anyway.
Tests: none, as neither the demo nor tests cover this path (NYI)
Regenerate manifest to fix error about tiger.population already existing
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
clean up decal mesh collider
Eyelid skinning on more heads
Try bezier curves rather than fake physics and a dream
mesh decal support in working order
Eyelid skinning on Male_G
Made eyelids children of eye bones
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat
Fix 2 recently added map icons not being 128x128
merge missed change for base gamemode (from a Pull Request)
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat
Fix 2 recently added map icons not being 128x128
merge missed change for base gamemode (from a Pull Request)
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
cable gantry fixes, lods, collision and prefabs
Update: generate a sample grid for water tests & use WaterVisibilityTrigger
This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next
Tests: ran unit tests
Merge community provided changes to JellyFish shader to do with $envmap
Merged some more changes from `x86-64` for compile to work
Fixed construction collisions for al rustige eggs