136,004 Commits over 4,444 Days - 1.28cph!
Apartment lighting prefab WIP.
Optim: cache FogMachine invokes
- StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB
There were invoked in StartFogging, which can oscilate with power.
Tests: none, trivial changes
merge from prototype -> apartment_complex_monument
tanker area sphere tank end
Fixed bad auto merge on HLMV changes
merge from main -> apartment_complex_monument
set raid windows on by default
Added the Grey Scale volume component and setup all the RRP volumes that needed it
remove old model & textures, update icon and guide mesh
Seperate tc softcore stuff into its own file
medium apartment coliision fix so we can get to the locker
Apartment lighting layer testers.
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone
- Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up
- Keep track of when the raid window opens via a syncvar on the gamemode entity
Optim: skip BeeSwarmMaster.StartDie call if already dying
Saves on ActuallyDie invoke and allocation
Tests: none, trivial change
Cherrypick CS
155224 (elevator deploy NRE)
Added softcore gamemode modal, opens when clicking on the softcore tag
Optim: avoid repeated invoke scheduling in BeeSwarmAI
- SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling)
- StartDie gets skipped if bees are already dying (saves Egress scheduling)
Tests: none, trivial changes
Fix NRE when placing elevator
Remove WinXP targeting from launcher_main and chromium
Remove unused/useless convars
* tf_escort_score_rate, hud_airboathint_numentries
Rework cvars.AddChangeCallback filter
* Convars that cannot be identified as server only or client only now run the callback in both realms
* protected convars no longer run this callback at all
More cvar cleanups
* Removed sv_hudhint_sound, striderbuster_magnetic_force_hunter, sniper_xbox_delay, systemlinkport, matchmakingport, xmove, xlook
Build 64bit dmxconvert.exe
Fixed engine failing to run DMXConvert when there are spaces in path
* Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too
Fix project build warning with Hammer
Make StudioMDL errors red color
Minor studiomdl cleanups & additions from csgo
*Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts
* Some better error reporting
Increase StudioMDL file buffer from 32MB to 128MB
Add a StudioMDL crash check to do with that one DMX model
* Probably not an ideal fix, but at least no crash
Fixed func_conveyor applying infinity as force
HLMV tweaks
* Make frame slider taller
* Enable Middle Mouse to translate the camera
* Fixed error spam if using certain previews before loading a model
* Origin Axis can draw without a model
* Improve default camera angle (on launch, when no model)
Reset surface.SetAlphaMultiplier every frame start
Adjust env_fog_controller blinding check
Cleanup cache/workshop/ on dedicated servers
Replace empty string with <NO MAP> in windows srcds console
* Just so it doesn't look like its bugged
Minor fixes for NPC multiplayer support
Potential crash fixes
Minor cleanups + extra filesystem checks
Fixed some issues with HLfaceposer.exe
* Fixed a crash, missing textures
Rename animation specific menu items to be more descriptive.
[MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")]
[MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")]
[MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
Bugfix: fix caching of DiveSiteBuoy.updateAction
Tests: checked IL
Enable radial menu on apartment elevators only
Make radial menu for elevators opt-in
Layer shifting on large apartment & lighting prefab.
Optim: cache Sprinkler.DoSplash invoke
Tests: none, trivial change
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke
Tests: none, trivial change
Optim: cache ElectricBattery.TickUsage invoke
Tests: none, trivial change
Fixed an issue with render pipeline global settings not being set after loading them from resources
tanker area sphere tank progress
Optim: cache ElectricBattery.AddCharge invoke
Tests: none, trivial change
Merge from worldposiitongenerator_optim
Added the grain volume component and added it to all RRP volumes that needed it
Applied lighting prefab WIP to scene.
tanker area sphere tank progress
Optim: cache CoalingTower.CheckWagonLinedUp invoke
Tests: none, trivial change
Optim: Cache StrobeLight.SelfDamage invoke
Tests: none, trivial change
Optim: cache SamSite.WeaponTick invoke
Tests: none, trivial change
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
More optimisations for missions WorldPositionGenerator
Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly
Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them
Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds)
Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
tweaked draw distances on vent large duct prefabs, were culling too soon
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away)
Phrases
apartment complex HLOD+S2P
NPC lean animations first pass