137,215 Commits over 4,474 Days - 1.28cph!

33 Minutes Ago
scene update
33 Minutes 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
1 Hour Ago
Remerge of before due to submit race
1 Hour 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
1 Hour Ago
bear desc update
1 Hour Ago
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
1 Hour 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
1 Hour 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
2 Hours Ago
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
2 Hours Ago
Bunch of cleanup and refactor iterating,
3 Hours Ago
merge from storepage_glowingwallpaper
3 Hours Ago
Updated all media with individual shots for each wallpaper
5 Hours Ago
Merge: from main
5 Hours Ago
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
Today
Merge: from main
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
Today
added calf model materials and textures. all livestock animal textures meta files updated.
Today
merge from furniture_occlusion_fix
Today
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Today
Merge: from main
Merge from PlayerMaintainedMonuments
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
Today
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Today
Tweaked various prop LOD distances that were popping in the corridors and lobby
Today
Updated pool cue position in animations
Today
Fix Scientist2 not spawning on deep sea islands
Today
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
game_room_dlc -> game_room_dlc/pool
Today
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
Today
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
Today
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Today
gibs and entity setup for stacked terminal blocker