144,577 Commits over 4,413 Days - 1.37cph!
Full rebuild param handling from Jenkins end
Fixed charm picker not working when skins_access was set to 1
Merge from shot_dub_fixes
Added per axis dubbing override tracks (pan/tilt/roll)
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled)
Fixed DoF dubbing changes not recording
Fix hole Remove with swapback for transform instance data
▆▉▉█▌ ▌▉█▄▊ ▍▅▄▋▉▅▅ ▉▌▅▄▉▄▉ ▆▇ ▋▌▅▊▄▋▉▉█▊▅▍▇▋▆
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player
LOD0 - Auto
LOD1 - 2 Bones
LOD2/3/4 - 1 Bone
These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible
Might have scraped a quarter of a millisecond in a stress test? Hard to judge
Defaults to on
Fixed wrong item id on ballistic vest
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Replaced the old gesture based NPC wave with a new state on the child animator
Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers
Makes the process free if no players are around, saves around 0.03ms each invoke
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Handle clearing hole maps when instance count drops to 0
Increase foliage hole sampling radius to prevent foliage in holes
fix player_model changes stomped in merge
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Root combiner distributes drain evenly on batteries connected to its inputs
▌▆▍▉▊▅ ██▋ ▄▊▅ ▊█▍▍▊█ ▇▆ ▊ ▄▍▆█▋▆ ▋▆▅▇▄ ▇▅▅▌ ▆▊ ▇▉█▄▄▌▌▅▄ ▍▌ ▌▆▌ █▆▇▋▆▊ ▅▍ ▍▋▆ ▊▊▊▋▉▆
▆ ▇▌▍▇▉▅▍ █▍█▋▉▌▌ ▄▇▉▇▄▆▇█▆ ▅▌▊▌▇▋▆ ▆▅ ▄▅▋▋▊▋▌ ▅▅▇▉▇ █ ▄▍▉█▍▉ ▆▊▋ ▌▌▊▋█ ▌▆▉▋▊▆▊▉▋ ▄▆▋▋█▍▄▍▍ ▍▋▌▋▆ ▌▌▋ ▍█▆▆▌ ▅▌▇▄ ▌▊▊▌ ▄▌ ▉▅▉ ▅▆▋▌▋▋ ▍▍▊ ▄▊▅▍▊▌ ▍▆▅▆▉ ▆ ▅▌██ ▄█ ▆▄▌▌ ▆▉▋ ▋▊▍▄ ▋▉ ▆▍█▌▊▌▍▍▋▍ ▋▊▇▊▆▄▇▇
Merge from auto_particle_cinematics
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Branch and blocker evaluators
Some cleanup and fixes
█ ▍▇▋ ▉▇▇█▉█▇ ▄▆▄▇▊ ▄▆▍▆▆▊▍▄▋▆▋ ▉▆▊▋▆▅
Batteries tick flow. Charged and depleted on the same tick
Bug fixes and refactoring
Some model related merges from TF2 SDK/main
Throw on some debug output
hackweek illuminated pressure pad;
- placeholder model and emissive for pressure pad skin.
- pad illuminates in the same fashion as the illuminated buttons when it has power supplied.
https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
Initial baseline to AudioSourceEntity
Prefab setup, manifest, protos
https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
Re-hide the recently unhidden "Failed to load" messages on Windows
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
Fix some more prediction errors
* HL1 357 & crossbow zoom
* HL2 crossbow zoom
Fixed prediction errors with SLAM
* Also fixed it not using world clicker aim angles
* Fixed it trying to play non existent TripmineGrenade.StopSound
* Disable unused "attach satchel" code (different from attach tripwire)
* Disallow switching to tripwires or back while throwing/attaching slams
Fixed prediction errors with HL1 satchel
Predict hornet gun ammo regen
Groundworkd for HLS RPG prediction error fixes (req networking changes)
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Restore hud_draw_fixed_reticle as alt texture for default crosshair
Add Projects only build script for windows
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
64bit client and server build fully, launch, and run (using x86-64's LuaJIT)
* CEF and LuaJIT remain
64bit CEF
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Minor changes from x86-64 beta
Restore hud_draw_fixed_reticle as alt texture for default crosshair
Finalized D.
B fixes.
Scene backup.
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
Cleaned C and set correct layers.
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes
Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
Shifted a sign for render order purposes.
Fix item pooling error when demo scrubbing (copying over flavien's changes)
Updated some legacy input code to use the new input system
mosaic from previous hackweek
Lights only at night.
More B fixes.