133,755 Commits over 4,262 Days - 1.31cph!
WIP: TriggerParent managed queue, no batching, no burst
Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping.
Tests: none, not plugged in
scientist_boat_work_queue -> main
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
Prop Spawn effect works better with depth pass
Remove forced RENDERMODE_TRANSCOLOR from Balloon entity
* The entity can still be colored just fine
Fixed Sandbox tools showing alpha selectors when unwanted
* Most default tools showed the alpha bar while it did nothing. It is no longer shown for tools that do not make use of it.
"Fixed" certain weapons rendering effects in opaque pass
* Since view models cannot be TWOPASS (or TRANSPARENT), we fake the flag by always applying it for ViewModelDrawn, except for depth pass
* Adds new argument to SWEP:ViewModelDrawn - STUDIO_ flags. Transparent effects should only be rendered here if STUDIO_TRANSPARENCY is set
Fixed deep sea dwellings changing position after a server restart
- Disabled auto spawn and enabled saving on all islands SpawnGroups
- We now trigger the SpawnGroup initial spawn when the deep sea is opening
Also fixes ores and collectables respawning after a server restart
S2P all islands
Some minor changes from TF2 SDK
* net_graph lerp
* debug builds related change
* vgui buildmode fix
Update SSE math from TF2 SDK
* Just a preventative measure against improper usage of LoadAlignedSIMD
Some more TF2 SDK changes
* TextImage::GetText fix
* scaled physics and saverestore fix
* dynamic shadow poke-thru fix
Fix some crashy issues
Rework internals of Player.Kick and game.KickID
* They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end.
Fix an issue with CBasePlayer::Kick
Fix new Lua error with spawnmenu again
* Why was it "HangOpen" and not "SetHangOpen" for spawnmenu..
Probably fixed floating addons on Linux
Minor cleanups
Ensure we don't load saverestore files from mountable games
Update server version mismatch disconnect messages.
Minor adjustments to HLMV
* Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing
* Title always contains program name
* Prevent materials being deduplicated in the material list, so all missing materials now show
Fixed a particle related crash
Fixed normal map for Shotgunner Combine Soldier player model
Added 3rd skin to Combine Soldier player model
* It's the skin for the updated combine soldier texture from Episode 2
Fixed wall slams playing wrong physics sound
* Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on
Custom Spawnmenu position function for view models
Some bounds checking in shader system just in case
Fixed a regression with Entity:CreateParticleEffect when using tables
merge from better_smoothing
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
Gated a NPCSpawner log behind a convar (npcspawner.debug)
Improved the log to be more useful
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Some bounds checking in shader system just in case
Fixed a regression with Entity:CreateParticleEffect when using tables
exported paintball gun world model rig and 3p anims
Fixing skinning on m92 mag
merge from cargo_cam_rotation_fix
Simplify the way the cargo cameras get their rotation, it was stupid and only worked because the event always spawns cargo at the same initial rotation
Merge from iconrender_texture_streaming_fix
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
partyhat_worldmodel_fix -> main
Dropped Party Hats are no longer white. They are now the same as the colour when worn
Merge from standardwithdecal_shader_additional_maps
Added the initial implementation of inflated normal bias for hard shadows
WIP, it's getting annoying to drag these changes across branches:
- Move a good chunk of buoyancy into burst.
- Add burst methods for filling buoyancy point data arrays.
- Introduce methods for running buoyancy in a batch rather than on every component separately.
Make terrain height and shore vector methods readonly to indicate that they're pure.
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
exported latest paintball gun rig and anims
Paintball Gun - prefab fixes, icon
Profiling PlayerBoatSounds
notifications_indicator_fix_2 -> main
Fix standard notifications not being included properly
moved ice block to Deployed layer
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
removed old movement/bullet blocker setup and other cleanup
Ensure indicator pops up in every circumstance (at least with bans)
- Simplify Notifications indiciator between saves
- Add partial to GrowableHeatSource
- Codegen
stopped some unecessary cube marching enqueues when placed
boat_planner_icon_fix -> main
Fix the 'boat planner' icon having green shadows