136,909 Commits over 4,444 Days - 1.28cph!
Merge: from renderbatch_meshlod_improv
- Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups
- Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching
Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
Added CSoundPatch.GetSoundName
Added some physics object related safeguards
Added 3 new formats for render.Capture
* "rgba", "rgb" and "bgra" - each return raw image data bytes in given format
Minor DMXSerializers changes from TF2
Fixed a bad check in CUtlBuffer that affected DMXConvert
Reduce flickering of view mode selectors in Hammer
Add safeguard to hitbox getter
Hammer tweaks
* info_particle_system uses its effect_name in entity report
* Adjust Map Information dialog
* Make Map error and Entity report dialogs wider
SMG1 grenade and RPG rockets no longer hit health kit bounding boxes
* Was previously done to Crossbow bolts only, but these 2 also suffer from this
* Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects
Implement health pred changes from TF2 SDK
* Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health
Print a warning if render.Capture(Pixels) fails to alloc memory
Added "Portal Viz Width" option to Hammer 3D settings
* Changes how thick "Load Portal File" lines are. Default is 2.
Merged Pull Requests + Minor cleanups
* Changing a single quote to a double quote
* Micro optimizations for gmod_light
* TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Limit func_ladder dismount search count per ladder
* So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points
Barnacle tweaks
* Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever
* Heavy and frozen props will cause barnacle tongue to float above said props, not go through them
* Try to prevent rare barnacle crash
Minor cleanups
Fixed Fast Headcrabs using Normal Headcrab health convar
Fixed Think hook serverside running even if last curtime is same as current
Added timer.IsPaused
Minor cleanup: Make IsEntity an actual alias internally
Switch Lua timers to double curtime
* Seems like an important system that should have this
Merged Pull Requests
* Spawnmenu localized search
* Turkish localization updates for TTT
* Consistent stripping of bogus characters from server names
* Lua implementations of TypeID and is<type> globals
Added new argument to steamworks.FileInfo - bool extraInfo
* If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned
Block some snd_ and dsp_ cvars that save to config
Migrating main building commons lighting into its own culler system, part 1 (WIP)
merge from shopfront_stringpool_warning_fix
Fix stringpool warning spam when hitting metal shopfront
Fix interaction collider incorrect physics material
Add scrub slider similar to the one in frame debugger
Cleaned up cooking tests: ore smelting tests only use oven that can smelt ore, same for cooking tests etc
Test list
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
Fix roundabout and swings not immortal + marking players as hostile
Fix the rotation not being initialized correctly on the client
Fixed apartment door numbers
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Recovered layer settings in large apartment.
Fixed door lighting issue.
Clean: add a comment
Tests: none, trivial change
- Basic setup for shot force controls
- Prevent moving mouse up and down from moving the underlying mountable
Optim: permit MeshLods to use occlusion culling if it has an invalid RendererBatch
Taken from
156029. Saves 30% of drawcalls in all 5 test cases, 20% of avg fps improvement in editor(will test standalone later)
Tests: profiled 5 test cases, flew around keeping an eye out on weird rendering
Hook up FXAA to UI settings
auto close the pool table dialog if you die
Unjitter camera matrix when jittering isn't needed anymore
Actually apply jittered projection matrix to camera
supermarket freezer material work
texture update with new uvs and added blinking emission to simulate old halogen bulbs
Founders Door - fixed skin not spawning correctly
satellite console cinematic 4k textures
Optim: don't create procedural batch meshes if they only contain one input mesh
This inhibits unity's batching via instancing. In 2 out of 5 scenarios saves 16% of draw calls/~1ms avg in editor
Tests: monument island with appts and disabled world prefabs, tleeported to 5 locations and inspected profiler stats
Setup control computer entity with the WIP model
Merge from sat_con_console
satellite control console COL
AK weapon movement fix on deploy
s2p on apartment complex to incorporate large apartment bathroom changes
Clean up of prefabs + folders
Added gamma intensity correction to the Forward+ lighting color that's applied for transparent objects
Re-exported large apartment bathroom due to issue with part of mesh not rendering. Rebaked LOD materials. Set up new apartment bathroom prefab and replaced broken one.
Fixed latency issue when dismounting the terminal, causing your eyes to be in the cctv anchor for a small time
Founders Door - initial setup
merge from ballisticlegSFX
removed loot spawns in scene
S2P
merge from apartment_complex_monument
Added missing unity event attribute on terminal ui button
Added new phrases for the apartment type
Merge from apartment_complex_monument
Added a blocker to the front and back entrances of the apartment block to stop vehicles entering