192,510 Commits over 4,049 Days - 1.98cph!
Increase coarse cull epsilon, and improve debug logs
Spawn at the correct position + rotation
Hook up 3p anims
Move animation files into vine swinging folder
Change chair.static to use vine swinging anim for easier testing, animations appear broken
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Proper throw setup with eye position validation and racyast before throwing
Description for debug_dump and more info when ran.
trigger_playermovement auto walk and no jump spawnflags
Minor cleanups
Port clientside trigger stuff from CS:GO
Will allow trigger_playermovement to work with prediction more or less correctly
Prepare networking code for env_wind radius
Added env_ambient_light
Minor cleanups
merge from premium_servers
subtracting disable_premium
Merge from vram_budget: Improve texture selection
Change 4883 texture metadata for streaming
TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
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Various fixes to the texture optimisation tools
Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
Made the environment volumes use their own stencil buffer so they don't interfere with deferred rendering or any other effects that use a stencil buffer
Increase static bite hitbox
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
updated scientist outbreak sprayer anims
Update croc and tiger dragging
Missing part of previous commit
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
default dart v_ model
material and textures
Paging implementation, other perf improvements
Only check if the environment volume transform has changed while in the editor and outside of play mode
Fix NRE when croc dragging serverside ragdoll
Caching environment volume transformation matrix and bounds
Fixed boomerang server methods running in the client (only in editor)
Combined volume properties into a Vector4 to reduce shader property set calls
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
normal map fixes, dilation fixes
- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes.
- Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once.
- Added a square distance check for volumes after frustum culling based on a controllable render distance.