137,233 Commits over 4,474 Days - 1.28cph!
Bigger button style in scroll views
Final light tweaks & polish fixes.
S2P.
Workshop skins now loading correctly with their icon
Market lighting tweaks for the changed layout.
Update(editor): use same color for lod level of occludee when rendering ss bounds
- also added memoization of lod level
Tests: none, trivial change
Fixed RidableHorse ProtectionProperties leak
Update(editor): use different colors for visualizing occluidee screen-space bounds
Red for dynamics, cyan for statics, purple for grid
Tests: visualized swing - saw all 3 colors
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS
- use cached location to help detect slow updates to dynamic occludees
Tests: visualized bounds of swing seats - they're no longer at origin
Fixed some conduits that didn't line up to light fixtures anymore.
Piano v4 animation updates
Lighting prefab improvements.
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
- Added overlays to scene and Overlay cycle and hide script, set up cycle button
- new composition button now cycles through intial set of options
Remerge of before due to submit race
Merge: from renderbatch_meshlod_improv
- Update: reimplementation of previous bugfix to be cheaper
Tests: pasted a boat, flew out and back - props were there
Optim: simplify prev bugfix, don't early initialize LOD managers
Tests: pasted a boat, flew out and back - props were there
Bugfix: from renderbatch_meshlod_improv
- Bugfix for disappearing props on boats
Tests: paste a boat, flew out of range and back - all props present
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not
- Now both ToggleDynamic and OnEnable can initialize managers+occlusion
When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state
Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
Bunch of cleanup and refactor iterating,
merge from storepage_glowingwallpaper
Updated all media with individual shots for each wallpaper
Convert the various tools made last week into a new unified SceneChecker window
Scans the scene once, runs everything though a selection of SceneCheck classes
Can add new checks by just deriving from SceneCheck, will automatically get picked up
Can filter each check in the window with a number beside the filter to see
Added a check to find RendererLODs that can be converted to MeshLODs
Added a visible number to rentable shops to align with computer terminal
cache bounds, still kinda slow
Final (for real this time) apartment costs:
Small - 25 initial cost, 10 per day
Medium - 150 initial cost, 50 per day
Large - 350 initial cost, 100 per day
Train tunnels additonal rooms / early whitebox progress
Updated initial purchase cost of apartments:
Small - 25
Medium - 75
Large - 200
resource.AddWorkshop bails when given empty/2char input
* Also throws non halting error with `lua_strict`
Make render.ComputeLighting normal optional
* It's optional in engine, so Lua binding also has it optional
Added CNavArea:GetLightIntensity
* This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function.
Allow loading nav files from mountable games as fallback
* Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now.
Update flagrass/construct navmesh with lighting info
Add VPROF scope to CBaseFileSystem::IsDirectory
Try to cancel active WorkshopDL downloads when exiting mid-download
* Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future.
Do not search for spray cache in addons/mountable games
Minor cleanups
* Disable CNavMesh::GetPlacesFromNavFile (unused)
* Remove Addon::FileHandle::FullFileName (unused)
Lets try removing "addons" library
* It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it
Don't treat "workshop" and "" as valid addon names
* For "files in this addon" search
Fixed admire button regression
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
satellite crates updates (textures, meshes, lods)
Shrink satellite kill radius to match the new (smaller) satellite model.
Fix model offset so it is centered in prefab.
Compact some serialization
merge from snapping_revert_2
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Merge: from furniture_occlusion_fix
- Reimplement previous bugfix to retain furniture culling
Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag
Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better