137,233 Commits over 4,474 Days - 1.28cph!

14 Minutes Ago
Bigger button style in scroll views
37 Minutes Ago
Final light tweaks & polish fixes. S2P.
40 Minutes Ago
Workshop skins now loading correctly with their icon
1 Hour Ago
Market lighting tweaks for the changed layout.
1 Hour Ago
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
1 Hour Ago
Fixed RidableHorse ProtectionProperties leak
1 Hour Ago
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
1 Hour Ago
Prefab cleanup.
1 Hour Ago
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
1 Hour Ago
Fixed some conduits that didn't line up to light fixtures anymore.
1 Hour Ago
More lighting polish.
1 Hour Ago
Merge: from main
1 Hour Ago
Button style changes
2 Hours Ago
Piano v4 animation updates
2 Hours Ago
Lighting prefab improvements.
3 Hours Ago
merge from main
3 Hours Ago
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
3 Hours Ago
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
4 Hours Ago
scene update
4 Hours Ago
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
5 Hours Ago
Remerge of before due to submit race
5 Hours Ago
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
5 Hours Ago
bear desc update
5 Hours Ago
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
5 Hours Ago
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
5 Hours Ago
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
5 Hours Ago
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
5 Hours Ago
Bunch of cleanup and refactor iterating,
Today
merge from storepage_glowingwallpaper
Today
Updated all media with individual shots for each wallpaper
Today
Merge: from main
Today
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
Today
Added a visible number to rentable shops to align with computer terminal
Today
Push missing function
Today
cache bounds, still kinda slow
Today
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
Today
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
Today
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
Today
Scene save
Today
Fixed admire button regression
Today
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Today
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Today
satellite crates updates (textures, meshes, lods)
Today
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
Today
Compact some serialization
Today
merge from snapping_revert_2
Today
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Today
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
Today
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