137,397 Commits over 4,474 Days - 1.28cph!

36 Minutes Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
2 Hours Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
3 Hours Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
4 Hours Ago
Fix RRP colour grading Lift not being applied correctly
4 Hours Ago
Freezer fx tweaks & cleanup
Today
Removed animator from non-interactive elevator door in destroyed wing
Today
Merge from main
Today
Merge from weathereffect_queue
Today
Missing partial, compile fix
Today
Merge from weathereffect_queue
Today
Fixed work queue not compatible with reset static fields (abstract class)
Today
Merge from weathereffect_queue
Today
Fixed AuroraEffect Change budget to 0.02ms
Today
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Today
Merge from vm_currency_drop_fix
Today
merge from canbe_charms_audio
Today
merge from main
Today
fix up charm equip/unequip sound implementation
Today
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
Today
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet Tests: compiles
Today
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
Today
Remove client/server linking against 'addons' lib on win32/posix builds Improve Holly library related error handing * The game no longer crashes (64bit builds) when Holly.dll is missing Merged Pull Requests * Added missing CS:S world soundscript * Added "impactsoft" sound to "watermelon", "dirt" and "carpet" material types Apply improvements from addons menu to dupes/saves/demos * Specifically, ability to add workshop items to favorites, and display of whether an item was upvoted or not Minor cleanups Rename Entity.PlayFootstepSound to Entity.EmitStepSound * Because of that one addon that decided to use the former name Try waiting for Steam Workshop mounts when loading * This is specifically when starting a new game, aimed at usage of "+map" in command line parameters, so Workshop content is present when map loading finishes Pull Request: TTT: Fix undefined variables and malformed patterns Some TTT cleanups * Removed unused local functions, removed unused variables Pull Request: Fix minor logic errors in base Lua
Compile fix 2
Merge from culling_falsepos_improv
Today
merge from flat_estimatedvalue_sleepers
Today
merge from culling_falsepos_improv
Today
Compile fix
Today
merge from demo_shotlist_fix
Today
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
Today
merge from piemenu_binds_feedback
Today
Fixed Demo "Shot List" and folder buttons not working
Today
Merge: from main
Today
Fixed bind texts overflowing
Today
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
- Manifest - Demo compat
Today
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
main -> game_room_dlc
Today
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
Codgen
Prevent all melee damage to doors whilst outside the raid window. Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Rin
Today
merge from apartment_early_evict_fix
metabolism_fixes -> main
Only advance the baseline when we report a change
Code cleanup
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
Today
blast door gib material fixes
Today
merge from doorcontroller_restart_fix
Today
Fixed door controller triggering on server restart
Today
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width