146,829 Commits over 4,444 Days - 1.38cph!
renamed to wip title bar games, rebuilt skins
Fix an issue with streamer mode showing your own name when use_steam_nicknames is enabled
set dressing progress in floor 5
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props
disabled a bunch more shadow casters on top floor, base for 5th
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Only enforce additional parent validation if an AreaCheck socket mod is present on a deployable, otherwise revert to original behaviour
Created a separate Electrical Branch config UI prefab so all I/O cant be named
update SetRenderFunc calls
subtract
153677 areacheck_parent_fix
merge from spraycan_reskin_refactor
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Fixed Raw Input on 64bit Windows client
Minor changes
* Fixes for VS analysis warnings
* Some merges from TF2 SDK VPC scripts
Hammer tweaks
* Minor fixes to layout of loading dialog
* Prompt the user for a new name if picking an entity that has no name
* Fixed "Make hollow" spin control not doing anything
Minor cleanups
* func_tank FGD descriptions
Make Player:UnSpectate() clean up value set by Player:Spectate()
* remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE
* Prevent Player:Spectate() sending 3 useless usermessages to the player
Minor cleanups + studiomdl.exe overflow checks
Fixed MaxHealth not updating correctly in singleplayer for local player clientside
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fix for last thrown dart in 2p counting as next players first throw
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Communal interiors progress / top floor dressing
fix scoreboard not updating for 2nd player
potential fix camera bug by removing viewmodel camera bone animation
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
Gamesroom
- ran localization
- ran manifest
- ran skins
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Gamesroom Minifridge;
- Greybox wip model for minifridge
- Setup item, skin files and prefabs
- Icon, material setup
RRP contact shadows fixes
Tidy up how deployables are filtered for this test by using a new TestParameterSource
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
Implemented the new client version notification: if a new release or staging client is released, the player gets a local notification telling them to update their game
Latest changeset numbers are in the manifest, so its refreshed after every manifest update
Moved notification convars to a partial class
add debug layer for contact shadows
set up RRP renderer datas for skinviewer cameras
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant
Deleted some powergrid testing prefabs
integrated new dartboard model
Never failed but ran recalculate bounds on flameturret.deployed
Exclude electric.windmill.small from the test. All tests pass :tada:
changed from renderedLod to Meshlod on metal and wood parts