145,673 Commits over 4,413 Days - 1.38cph!
CR => CRLF line ending for the broken resource files
* Why did it even change by itself? What's going on??
Fix resource files? again? They had UTF16-BOM encoding? somehow?
merge from rain_grace_fix
Build and ship srcds_console.exe (Windows only)
* It is a console app, so it will not spawn a new console window. Does NOT require `-console` launch param, and can just be ran from the .exe directly.
Remove engine_no_focus_sleep, add fps_max_menu, fps_max_nofocus
* Easier to understand "Max FPS" than "sleep time".
Defaults to 60 in menus, 20 no focus (same as 50ms no focus before)
Hopefully fixed "tried to create stringtable twice"
Fixed Hammer crashing on exit with DX8 rendering
Force Hammer to mat_dxlevel 95
further RRP particle/billboard lighting
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Updated ragdoll limits. improved neck ragdoll and improved downed ragdoll behaviour.
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Update: Allow benchmark to stop after enough samples accumulated
- converted PlayerModelBenchmarkScene to run till 1k sampels accumulated
- support accumulated sample wraparound (explains weird results I saw previously)
Tests: ran player benchmark
Merge from ide_warnings_fix
Fix some compiler warnings being flagged as errors in the IDE
merge from skinviewer_viewmodel
Fixed cart button drawing on top of fullscreen skin viewer
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P
- Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states
- add a run per lod level with anims (bringing total to 12)
In theory should break batching/reuse, but results are a bit too similar(editor overhead?)
Tests: ran the scene
update protobufs for multiplayer support
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updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
preparing for multiplayer darts setup:
convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
Updating skinning for male underwear
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
Fixed custom lighting staying enabled on top of vm lighting
Update: define player spawning via desired lod level rather than manually placing them
Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level.
Tests: checked triangle counts for every lod level, it falls as expected for every stage
Communal areas progress and some new textures
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer
Cleanup
merge from fix_hemp_collectable_wind -> main
update apartment_complex_monument/prototype
adjusted torch BC controller position for better rotation adjustments
merge from main -> apartment_complex_monument
Fixed missing face from Rentable Shop F exterior
cherry pick
149555 - BC simulation frame delta fixes
BC pass on the industrial torch VM
Bugfix: convert bench durations from 120frames to 1s
Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird.
Tests: ran the bench scene
SetupPass: supply global_MainLightingAtten for particle/billboard shading
Cleanup
Make sure its explicitly named/works with only parents
Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need