125,767 Commits over 4,171 Days - 1.26cph!
merge from naval_update/deep_sea
merge from cargopath_map_smooth2
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
Smooth the cargo path shown on the map so it doesnt look too jagged
Rotatable paintings and signs, during deployment and keybinds in painting menu
Set a purchase limit for general tab items so multiple cannot be purchased
merge from cargo_oilrig_path_fix
merge from modding_can_throw -> main
Allow melee weapons to network if they can be thrown
- fields `canThrowAsProjectile` and `onlyThrowAsProjectile`
Add `setthrowable` command to test that it works
0 = not throwable
1 = throwable
2 = only throwable
Cargo can't hit oil rig when exiting the map
Cherrypicked cargoship.egress command from deep sea branch
merge from fix_sam_site_reload -> main
merge from hackweek_crosshair_customization
Fix crosshair not getting initialized correctly with the settings
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Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
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Cargoship path no longer goes around oil rigs
Fix sam sites not reloading after a period of inactivity
- fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue)
- will automatically reload after 45s of no target (convar `autoreloaddelay`)
- rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Update tooltip phrases, rename static 2 to semi-static
Fix some options not getting darker on hover
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses
Set opacity to 1 instead of 0.8 when dynamic
merge from modding_drone_tax -> main
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
merge from modding_drone_tax -> main
Reapply proto changes
Only send delivery fee in network data, don't save to disk
Lightmaps & Flowmaps for Water shader
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Fixed warmup method not waiting before calling PostWarmupPage
Fixed a crash with cl_pdump
Fixed an issue with HUDShouldDraw
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Fixed clientside sounds not firing SWEP:FireAnimationEvent
Fixed NPC.IsUnforgettable not returning anything
Update DoD:S player model fallbacks
Throw an engine error when trying to request invalid shader param
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Manually update player model fallback texture changes/deletions
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
TTT: Custom radio button support (Community Contribution)
* Add custom T Radio sound support and extra default sounds
Reduce healing sound count for TTT radio
It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds.
TTT: Russian and Turskish language updates (Community Contributions)
TTT: Prevent the round start info box from stacking
TTT: Fixed "Tried to create font 'X from a game font" warnings
Remove mat_remoteshadercompile (does nothing)
Fail build when VPK.EXE fails to run
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Lightmapped_4WayBlend shader
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
merge from modding_max_hp -> main
- fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
Code review:
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
merge from main -> modding_max_hp
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
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Halloween Wallpaper - Final textures, WIP Icon placeholder
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Boat building station triggers setup.
Cleanup.