196,025 Commits over 4,110 Days - 1.99cph!
Fixed some compile warnings
Added more sanity checks
Prop fading changes
If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
Merge from trimmed_asset_warmup
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up
fix water rendering issues on macOS
merge from session_analytics
Added session_start and session_end events
Added session_id field to every events
Flex grid min values on row count and row min height
Don't rely on managed references when removing instances, use InstanceHandle instead
Hack: BiomeBenchmark - try generating clutter without incomplete server
Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next.
Tests: benchmark in editor
Store featuring fixes
More analytics, added journey_id to all store events
Fixed changing video settings always forcing map reload
Improve performance of ToGMODPlayer clientside
Matches serverside implementation now
Optimize player.Get* functions a bit
Optimize ents.Get* and ents.Find* functions
Remove -preload as well
Use safer Entity push function for recent changes to player/ents libs
Remove unused c_fire_smoke methods
Fixed worldspawn not calling create/remove hooks correctly clientside
Should now be consistently calling create AND remove hooks.
Fixed clientside ragdolls not calling GM:EntityRemoved
Add some sanity checks
Removing more unused convars
cl_burninggibs, r_propsmaxdist
cl_first_person_uses_world_model - does nothing
mat_max_worldmesh_vertices - no noticeable effect
Removing more unused convars
showparticlecounts, cl_team, cl_class
Remove cl_SetupAllBones
It was functional, but seems to be some sort of leftover hack which is disabled by default anyway
Removed cl_forcepreload
It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason.
Added player.GetCountConnecting
Added more sanity checks
Added lua_matproxy_nobindmat & matproxy changes
The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches.
Minor cleanups
Bump internal renderData buffer from 64k to 80k
Prevent TOGL crashes when encountering debugger break
Merge Pull Requests
* Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space
* Numpad library discards bindings to KEY_NONE
* Remove tostring call on the argument of player.GetBySteamID64
Remove unused c_fire_smoke methods
Fixed worldspawn not calling create/remove hooks correctly clientside
Should now be consistently calling create AND remove hooks.
Fixed clientside ragdolls not calling GM:EntityRemoved
Updated Banana Bunch Albedo Texture Map
Updated Banana Bunch Model to incorparate feedback
Use on toggle enabled instead (for gamemode filters)
Update: BiomeBenchmark - add basic avg frame time tracking
Tests: ran scene in editor
Slighty improved server browser tab behaviour - can now toggle off gamemodes that are already toggled
Better
Update: BiomeBenchmark - generate fly-through camera track
Tests: BiomeBenchmark in editor
Update: BiomeBenchmark - re-enable a bunch of procgen scatter
- Brings in vine trees, rocks
Tests: BiomeBenchmark in editor
Server browser now properly responds to gamemode toggles
Setup system to inject tags into existing server browser (dependent on which buttons are on)
added mannequin test and set up with basic spawnable prefab
Update: BiomeBenchmarks
- Fixed biome generation on row-islands
- Benchmark map size works with NPOT sizes
Now to figure out why forests are not coming through
Tests: BiomeBenchmark in editor
- Always crouch when flanking
- Remove in water checks for perf
- Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise
- Heavily favours not peeking from same spot twice
Prevent scientists not being able to see players standing on a very tall building when in combat
Colour notifications differently if they've been seen
Attach cheater ban noticies system to our new notification system
Animate Y instead, some minor animation adjustments
Add 'empty' no notifications insert, which will turn on when no notifications are in
Add support for it to be animated/changed
Update: BiomeBEnchmark - minor progress
- Fix invalid biome assignation per island
- Submerge the terrain
- Get rid of terrain setup in scene
- Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big.
Still investigating how to make topo better without inflating terrain too much.
Tests: BiomeBenchmark in editor
Store analytics wip, restored old events
Bunch of refactor, improvements, pooling.
Nicer boat station entity detection and handling.
Keep notifications window closed by default
Add a clear all button to the notifications
Created a small rounded button image
Update: BiomeBenchmark - disable rock scattering to speed up iteration
Will re-enable later
Tests: BiomeBenchmark in editor
Show red dot above notifications if we have them
Tween it there and away
Better red colour
bumper tire bags progress
tires_pile tileable textures
Merge: from main
Tests: none, no conflicts
Update: BiomeBenchmark - first baby steps
- Generates empoty row-islands + biome map for these islands
- Generates biome map for row-islands
Confused why I get beach texture everywhere. Need to sort that next.
Tests: ran the BiomeBenchmark scene in editor
Reparent notifications window
Fix bug that wasnt showing link icon when a link was provided to the notifications
Convar to add test notifications
Setup Notification prefab
4 Notifications each with different icons
Notification pooling system
Notifications can link to steam external or internal URLS
Properly overlay notifications canvas over everything else
Updated Banana Bunch Albedo Texture Map