134,968 Commits over 4,293 Days - 1.31cph!

8 Minutes Ago
Merge from main
1 Hour Ago
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
1 Hour Ago
WIP on lightup frames
1 Hour Ago
Add a null check in TriggerParent.CheckAllParenting
2 Hours Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
2 Hours Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
2 Hours Ago
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
2 Hours Ago
initial comps box prefab setup. manifest
3 Hours Ago
merge from naval_update
3 Hours Ago
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
3 Hours Ago
Clear deep sea shore vector data server side when the deep sea closes
3 Hours Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
3 Hours Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
3 Hours Ago
Apply the previous fix to the floating cities as well
3 Hours Ago
Use temp job allocators for deep water checks
3 Hours Ago
merge from artist_pack_dlc
3 Hours Ago
merge from artist_dlc_ornate_frames -> parent branch
3 Hours Ago
rehide large ornate frame item, fix labels
3 Hours Ago
Picture Frames - shutter texture update
4 Hours Ago
merge from artist_pack_dlc
4 Hours Ago
clear cached easel fix
5 Hours Ago
Picture Frames - shutter texture for scrap frames (WIP)
5 Hours Ago
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
5 Hours Ago
added new bed ambiences and wildlife to the islands
5 Hours Ago
merge from main
5 Hours Ago
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
5 Hours Ago
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Today
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.
Today
Uzi Blockout
pushing_toast_fix -> main
Remove pushing toast log
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Today
Merge from deploy_edit_menu_option
Today
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Today
Paintball Gun - added conditional ammo meshes for worldmodel
Today
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Today
Add more navmesh blocking volumes to oilrigs
Today
Fix scientists dying spontaneously when patrolling
Today
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Today
Updated descriptions for some naval items
Today
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.
Today
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.
Today
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Today
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
Today
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Today
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Today
paintball 3p entity update - updated position of flashlight/lasersight attachment
Today
Light up frames - adjusted LODs for XL and XXL versions