254,395 Commits over 3,990 Days - 2.66cph!
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Add baked lights after dynamic ones
Hooked up water well NPC avatar
Merge from elevator_ShouldNetworkTo_fix
Support trace hit position for sphere casts again
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types
Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback
Don't generate shadow frusta for unshadowed lights
Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it
Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
Water Well NPC avatar - poster prefab backup
Merge from team_ids_run_from_server
Revert fix in
104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
Merge from world_update_2
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
▆▆▇ █▆▋▊ ▊▅▉▆▋▇▉▉ ▍▊▊▌▆ ▉▅▌ ▋▇▊▍▌▊▆█▋▅▆▆. ▅▆▋▍▊▉▇ ▊▊█▌▄▉▋███ ▍▇▍▅▇ ▊▄▊▋▌'▍ ▍▄▉▊▄▆█ ▊▍▋▆▋▅ ▉▅▇█ ▉█▄ ▅▋▄▌▋ ▇▄▋▊▊ ▇▌ ▊▇▊ ▊▌▆▄▆▆ ▌▉▋▊▊ ▋▉▆ ▇▊▄▆▋ ▌▅▄▊▍, ▊▆▋▄▆ ▇▇▄▋ ▌▉█▆▉▆ ▌▇ ▆▆▅▄▉█ █▆▄▆▉▌▉ ▉▊▆▆▇▄ █▋▆▇ ▇▊▄▋ ▋▍█▉▄▌ █▍▋ ▉▌▅ ▋▆▋▆▅ ▌▅▅▇▌ ▆▍▅ ▅█▉▍▍▌. █▉▋ ▋▇▉▋▉▄▄, ▉▍▊▇▆▆▅▍ ▄▆▉█▌ ▇▌▋ ▉▇▌█▌ ▄▋ ▊ █▉▍▉█ ▊▇▆▅'▄ ▌▍▉▉▌▌▇▊▍▋▇▍ ▊▇▌ ▊▄▇▊▉▆ ▉▅ ▍▍▊▇▉▉▇ ▌▆▇▋▉.
Merge from world_update_2
Merge from world_update_2
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Fixed locomotive NRE when shooting the bell in CLIENT+SERVER mode
Fixed missing physic mat define on sidecar bike
update MapImageRenderer to match map shader water logic
Restored F7 report popup texts size
Leaderboard backup, run #
13891
▍▅▊ █▍▉▇▉█▇▍▌▊▆ ▋▅▋▍█ ▌▊▋█▌▍▊ ▍▅ ▋▍▇▄ █▍▇█ ▊▆▉▊▋█ ▉▅▄▉▆▇ ▇▊▌ ▅▋▉▅ ▆▊▋█▆▉▆▌ █▄▌▇▋
▌▇▉ ▉█▌▄ ▅▅▇▌▇▇ ▊▋ ▅▅▅▇▍▌▄▌▌▋▆ ▅▉▊▅ ▄▅▅▉ █▄▅▆▋▍▉▍ ▅▆▍▄▍▍█ ▊▇▌▉█▍ (▌█▊ ▌▅▊▉▉ ▍▇▊▅▋'▆ ▋▄▌)
Cache actions to prevent allocs with Invoke and CancelInvoke
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
add some shading to areas of map with steeper terrain slopes (cliffs)
Cliff DecorUniformTest progress / better coverage
▇▄▋▍ ▋█▆▄ ▉▋▋▇▌ ▉▌▋▌▊▇▅▋▍
▋▋▄▋▆ ▉▌▉█ █▄▊▅_▄▅▅█▍▆_▋▊▋
▆█▇█▌▊ ▇▄▇▄▇▌█▉█▉▄▇ ▆▇█▉▍▊ ▄▌▆▉▆▋ ▍▊ ▌▋▅ ▅▆▄▍
merge from enable_monument_scenes -> main
Bump max save game size to 16M (from 3)
This is Source's save system, for level transitions
Implement GetPreferredCarryAngles for `ai` type SENTs
Disable -nulldevice
Added NPC:SetIdealSequence
Fix undoing nocollide constraint not restoring collisions
Adds `disable_on_remove` keyvalue to `logic_collision_pair`
Adds 5th argument to constraint.Nocollide - disableOnRemove
Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option
Merged Pull Requests
TTT: Minor updates to Turkish translations
Optimized SortedPairs further
Added properties.Remove( name )
Fix monument scenes being enabled on server by default
- disabled on server
- enabled on client
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
initial 3p setup, entity updates
Use the system's language by default, before reading client.cfg file
Fallback to English if not supported