147,665 Commits over 4,444 Days - 1.38cph!
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
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Change phrase name for apartment breaking in
FlexElements allow negative gaps
Monument info popup baseline
Set display floor number for basement elevator
Set floor display numbers in the apartment elevator shaft
Add support for elevators to override the display value for their floor number
- still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Add icons for elevator floors
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
update apartment_complex_monument/prototype
merge from prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
merge from lockpick -> apartment_complex_monument/prototype
merge from cannon_mortar_subsystems
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
Glowing wallpapers - texture updates
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merge from fix_server_browser_compression/http_clien -> main
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo
Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages
Update all existing resource entities so collision meshes are held in the new arrays instead
Update collapse blocker to correctly swap out its colliders at each stage
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Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts
Existing 10k test is a bit unrealistic (even if shows nice improvement)
Tests: ran perf tests
Loot ground scatter now has additional checks
Added reverb zones to complex_b and damaged_wing
Remove specific WINVER targets for Windows builds
* Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target
* Fixes Hammer not building due to usage of DPI functions
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Lighting prefab.
Exit sign layer shift to stop it from being reflection probed.
SatellitePendingCrashSite prefab fixes
Fix compile error after merge
vending_stats_crash_fix -> main
vending_stats_page_fix -> main
merge from main -> fix_server_browser_compression/http_client
- Remove some test code in for disk
- Add using statements
Fix foliage rendering with camera motion blur
apartment complex HLOD and S2P
some material saves
placed new decals in core and wing of apartment building
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Hammer DPI scaling improvements
KeyValuesToTablePreserveOrder further tweak
* Do not turn 0 to 1 key if there's only 1 key
Fixed Hammer Entity KeyValue names drawing over the second column
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
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)
Minor compile warning fixes
Fix OSX compile
Minor cleanup
Fixed 64bit studiomdl crashing due to recent changes
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Fixed discord signout button showing under the social menu
- Updated subsystem with bespoke animator
- Removed holdtype controllers
- Updated entity
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs