147,416 Commits over 4,444 Days - 1.38cph!
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Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
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Implement partial prediction latch resets from TF2 SDK/CS:GO
* Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now.
Make player health non predictable
* This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events.
Fixed status bar scaling in Hammer
Minor cleanups
Fixed PCF particle colors using swapped endian-ness + Minor cleanups
Fix ammo/net library not resetting serverside on disconnect
Added cyclic reference test to net.WriteTable and util.TableToKeyValues
Implemented chained command auto complete (Community Contribution)
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Cobalt Statue - Added cobwebs and foliage to the prefab
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
airfield scene to prefab
- added mockup maintanables to monument for playtesting
merge from fix_compile_sim_parallel -> main
Fix compile simulator being slower after adding props file
- rewriting prop file each time causes every project to be marked as dirty
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fixes and improvements, created mockup prefab for playtesting
merge from videoplayer_fix
merge from fix_deepsea_terrain
merge from fix_compile_sim_parallel -> main
Time how long it takes to fetch define constants
Cherrypick CS
152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
Rename vent blocker entity for consistency
Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats
Fixes an explosive damage only monument blocker still being able to take melee hits
Set correct motion vector shader in RRP settings
force runtime lookups to rebuild from the updated asset
Fix compile simulator not working in parallel mode
- use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath
- accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to
- each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
delete leftover file from tropical 4, plastic somehow forgot it
Bugfix: accidentally used ducked instead of ducking modelstate, whoops
Tests: ran consisntecy unit tests
Cobalt Statue - Added colliders and modified prefab settings
Optim: ServerCachePlayerInfo - stop caching isDucking
Tests: AH consistency unit tests
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Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Fixed the final bloom pass's render texture size
Optim: ServerCachePlayerInfo - don't cache isOnLadder
Tests: ran AH consistency unit tests
demo_compatability_layer -> main
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Also set telephones to be always powered
- was setting them to not require power but that was only applying on the server
Implement camera motion vectors
Empty compat file so it gets included in builds
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
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Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
merge from attachment_charms