157,176 Commits over 4,536 Days - 1.44cph!
merge from halloween_costume
Resized the last few remaining LOD textures
Fixing crossbow arrow head rotation
Fixed the Forward+ shadow and attenuation for directional lights
Fixed the light attenuation for the Forward+ path
More LOD texture optimizations
Rebaked some textures and adjusted LOD distances
Removed the GetAdditonalLight method, as that causes register pressure by returning a struct of light data that isn't needed right away in the shader
- anim updates
- updated left Ik position
merge from animal_fencing_v2
Merge: from mt_snapshot_saving
- Bugfix for accessing null buffer on non-main thread
Tests: booted to Craggy
Bugfix: ensure thread-static buffer is initialized on all threads
Tests: booted into craggy
Changed from Array of Structs to Struct of Arrays for the additional light data in the Deferred+ lighting shader to reduce register pressure
fixed lamb fleece not appearing at LOD0-1.
added new LambWool asset. updated sheeptrait tester to allow fleece LOD testing. updated lamb prefab to use the lambwool.asset.
Updated textures sheep textures to have a glassy eye texture, and masks to allow tinting. Updated the sheep_white material.
Merge from rrp_explosion_overlay_fix
Add MinimumIntensity to explosions overlay to stop lingering effects
Added Animal Fence and Gate to T1 tech trees
Aldded biofuel generator to Hardcore and Primitive
Batch update UI prefabs with RRP grabpass/blur setup
biofuel_generator -> main
Emulate UI grabpasses on RRP with Canvas hooks using sort order
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
main -> biofuel_generator
merge from footstep_ocean_level_fix
Fixed footstep splash effects playing at original water level when water level has been lowered
Created new Crab_Media, a prefab that drives crab movement in the shader based on transform movement
Ideal for timeline usage
Required some minor changes to the critter shader
Fixed missing strings for crab_single
Added some stub client RPC's to fix the missing RPC spam
merge from fix_sentry_branch_upload -> main
Add setting for automatically closing entire inventory menu when moving away from a loot container rather than switching to quick craft
Fixed IconRender not applying workshop skins in SERVER+CLIENT
163749 stopped the Steam server starting without a ServerMgr, so WorkshopSkin.Apply bailed silently
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- set deployed to one hand ik
- updated generator anims
- added 3p wip anim
- set up generic mount subsystem on stirmount prefab
- increase the tail log upload from 100KB -> 250KB
- when uploading crashes without a user ID (super early crashes OR old crashes) then use the current steam id (it's almost certainly going to be the same as when the crash happened)
Recompile cargo container props to fix tangents + add 3 new props
Update default spawnlists
* Added the 3 new cargo container related props
* Rearranged CS:GO map props spawnlist
Updated spawnicons associated with the recently changed spawnlists
Update L4D1 spawnlist to have more props
Minor cleanup with saverestore.Pre function calls
Prevent gmod_tool error when having addon tools in non Sandbox GM
Fix ammo hud spamming animations
* Makes HUD switching from Lua's custom ammo display hook smoother
Fix incorrectly tagging release crashes as staging
- will now upload crashes as "unknown" branch if they are untagged (aka old crashes) instead of tagging everything as staging
- remove "release" tag that was passed through code, instead put the release / staging tag directly into the crash marker
- fix failing to parse for the crash marker if timestamps are enabled in the logs
- output crash marker earlier so early crashes can still be tagged correctly
- fix userid / steamid not being set early enough either
Assigned all frog sounds into the anims 🐸
don't render water or volumetric clouds when underground
Missing textures and gib additions from last checkin - oops.
Bradley Flatbed LOD material texture additions
Gibs setup
Even more LOD texture optimizations
Fix ViewmodelLower lowering persisted viewmodels causing them to render incorrectly