137,257 Commits over 4,474 Days - 1.28cph!
Fixed an infinite loop in the client shadow system
Fixed MacOS & Linux SRCDS compile errors
Improve error handling with missing data in <gamemode>.txt files
Fixed procedural bones not working correctly
* Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code
Prevent main menu backgrounds scanning 2 paths on file open
* Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately.
Don't fruitlessly search workshop content for every mounted path
* Only search in addons for each Workshop path
Minor cleanups
Do not mount gamemodes/ for menu state Lua
Fix NPC Shop vendors facing the wrong direction after save load
Resolved timeout issue on map upload
keep a dropped key around for an hour rather than 5 minutes
Fixed ban notification report date being wrong, will now show the date of the first report
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid
- added editor only way to copy id (need a way to do this in standalone)
Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
Don't send room network update twice
Clean up methods
Refresh blocker state constantly if inside the invisible door toggle
Founders Door - lowpoly and first texture iteration
Also fix MeshLOD spamming errors when first adding the component
Implement arted up variant of powerplant fuse box
- Fuses visible in fusebox according to which slot they are placed in
- Use gib for popping out spent fuses
- Add custom loot panel for the powerplant fuse boxes
- Move powerplant fuse condition loss to a convar
Also:
- Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled
- Fix loot panels reverting to the quick craft panel when closing the entire panel
Consistent icon sizing for animation buttons
Camera scroll zoom shift tooltip
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay
Original implementation made it very difficult to discern anything in enclosed spaces
Tests: used it in apartments
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Update blast door blocker to use RendererLOD
Fixed streetlight volumetrics hue not propagating.
Pop fix.
S2P.
Added sounds to charm equip/unequip and code tweaks
Merge from MonumentBlockers2
WIP stacked tables/desks monument blocker
Occlusion tweaks & shadow priority improvements.
Removed distance flares from basement assets.
S2P
Bigger button style in scroll views
Final light tweaks & polish fixes.
S2P.
Workshop skins now loading correctly with their icon
Market lighting tweaks for the changed layout.
Update(editor): use same color for lod level of occludee when rendering ss bounds
- also added memoization of lod level
Tests: none, trivial change
Fixed RidableHorse ProtectionProperties leak
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
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
Fixed some conduits that didn't line up to light fixtures anymore.
Piano v4 animation updates
Lighting prefab improvements.
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
- Added overlays to scene and Overlay cycle and hide script, set up cycle button
- new composition button now cycles through intial set of options
Remerge of before due to submit race
Merge: from renderbatch_meshlod_improv
- Update: reimplementation of previous bugfix to be cheaper
Tests: pasted a boat, flew out and back - props were there
Optim: simplify prev bugfix, don't early initialize LOD managers
Tests: pasted a boat, flew out and back - props were there
Bugfix: from renderbatch_meshlod_improv
- Bugfix for disappearing props on boats
Tests: paste a boat, flew out of range and back - all props present
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