134,972 Commits over 4,293 Days - 1.31cph!
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Fix Lua errors when NPCs use Fists and Camera SWEPs
Remove XZip from Bootil
Update FastLZ lib
Fix some compile warnings in Bootil
Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS
Add a null check in TriggerParent.CheckAllParenting
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Fix old pastes created before it properly filtered out client entities in the editor
- will filter out the duplicate entities during the paste and warn the user to re-save
initial comps box prefab setup. manifest
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Tests: add basic OcclusionGroup tests
- covers both old and new logic
Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Apply the previous fix to the floating cities as well
Use temp job allocators for deep water checks
merge from artist_pack_dlc
merge from artist_dlc_ornate_frames -> parent branch
rehide large ornate frame item, fix labels
Picture Frames - shutter texture update
merge from artist_pack_dlc
Picture Frames - shutter texture for scrap frames (WIP)
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)
added new bed ambiences and wildlife to the islands
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
TTT: Add TTTRadarScan hook
Only queue simple timers if using the same callback func
Minor cleanups
* Code deduplicate of timer.Destroy alias
* Remove code from timer.Create that seems to do nothing useful
Handle potential mesh related crashy issue
Try to fix decals on high poly models spazzing out across the whole map
Do not forcibly crash the server if `player_connect` event failed to create
* Now prints a warning and continues on.
Fixed a typo (Serveres => Servers)
Fixed a typp in UGC uploader (+ some translations)
Added texture name to ShaderAPIDX8::CreateD3DTexture warning
Merge some func_tracktrain changes from P2/CSGO
* Allow Roll spawnflag
* hack to avoid gimble lock
* SF_CORNER_TELEPORT interpolation change
* Dead end path change
* Added missing spawnflag (4), updated description of "HL1 train" spawnflag
Lets try turning "gamemode is nil" crashes into Lua errors
* Seems to not crash on its own, and is slightly better/debuggable user experience
Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings
* It's 1x1 DXT5 textures in my experience, so we test for that
Add "enabled" key to util.GetSunInfo
Try to fix IMaterial:GetShader on Linux SRCDS
* By storing the shader name on the material, instead of relying on the shader system on dedicated server
Add a few new inputs to prop_vehicle_jeep (Jalopy version)
* DisableRadarDetectEnemies
* EnableHazardLights
* DisableHazardLights
* NoHazardLights key value
* Added "Has Gun" keyvalue to jeep in Hammer
* Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer
Use FGD files
* Fixed prop_vehicle_jeep having static prop key values that are not applicable to it
* Added some descriptions here and there, where there were previously none
* Deduplicated some key value definitions, such as skin and fade distance stuff
Added new spawnflag for func_tracktrain - GoldSrc rotation
Make plastic materials emit some particles on bullet hit
* Affects props like the blue barrel, Lamarr cage, etc.
Minor cleanups
* Makes CBaseAnimating::m_OverrideViewTarget private
Fixed potential crash issue with look door
Jalopy no longer spawns trigger_vehicle_cargo at all times
* Instead, spawn the entity only when asked to, i.e. `CargoVisible` key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing `SetCargoHopperVisibility 0`
* This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand)
Added ReleaseBusterFromCargo input to Jalopy
Remove "Ember type" from env_embers in Hammer (did nothing)
Make env_embers compile with parenting support
* So basically there's this stupid system of "if a brush entity doesn't have "origin" keyvalue at map compile time, the brush model bounds will be in world space". env_embers did not use it and therefore was incompatible with parenting. We now make this entity use that system (like all entities should really be doing to be honest) and try to detect the difference in code for old maps and new maps, and apply the entity's position to the particles if we detect the map as "newly compiled with support for parenting" for this entity
FGD: Add auto generated values of func_breakable_surf
* So they do not appear as broken in Hammer, and provide explanation as to what they do.
pushing_toast_fix -> main
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Merge from deploy_edit_menu_option
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Paintball Gun - added conditional ammo meshes for worldmodel
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Add more navmesh blocking volumes to oilrigs
Fix scientists dying spontaneously when patrolling
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Updated descriptions for some naval items
Disable deploy & edit option if the player doesn't have the item.
Add description text stating the item is required, you must be stationary and not in the deep sea.
Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk)
Reset playable graph state on disable to hopefully fix more pooling issues.
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Merge: from useplayertasks_removegroupocludee_nre
- Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default)
Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works