131,531 Commits over 4,232 Days - 1.30cph!
Fixed Lua error with "" for rope material
Fix nullptr crashes (on game exit?) to do with HTML panels (CEF)
Make Zombine use zombie blood color
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add missing attachments to Combine APC model
So the player's view is not in the ground if they somehow got into the APC
prop_vehicle_apc code tweaks
* You can now actually exit the APC if you got into a non locked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC
Merge: from hackweek_jit_explorer
- Buildfix for missing type definitions
Tests: built scripts in all editor modes
Buildfix: move type declarations to JITViewer
Tests: compiled scripts in all editor build modes
Cherry picking
137160 instead of merging from main (getting client compilation error from 137130)
- Fixed more issues with poor AI mounted turret aiming
- Ensure rear turret does the correct checks (it has an inverted forward)
- Ensure leg renderers are disabled when player model is thrown in the pool
- Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
lumberjack hoodie prefab update
Heavy Scientist repose/lods
audio changes on the double and single 50cal turrets
handmade sight refresh LOD 0 and LODs
painted + bare metal textue variants for explosives component box, plus LODs
marging last stuff from hackweek before I forget
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wip compile fixes (PC crashed killed my library, still importing to test)
merge from main -> birthday2025
Include Vehicle_Large layer in stability notifications
Fixed new scientists not applying damage to shields properly
- Better behaviour around corners
- Stopped AI gunner being slightly off on the Y direction sometimes (I was translating the direction from a direction without removing the yaw rotation, so it was slightly offset
- Perform LOS on AI gunner with its target before engaging
- Various minor tweaks (reduced context resolution, increased avoidance polling rate)
Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
Fixed missing translations on small ramp
FIxed sails and engines cutting out if player stood on the end of the small ramp
FIxed MapView exception when dying in deep sea due to it closing
Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
Assign new hazmat to new scientist
Merge from radial_context_fix
Show block count and limit in boat building UI if a limit is set.
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
Added a new TMP shader that allows a depth offset and custom cull mode
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
Merge: from hackweek_jit_explorer
- New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods
Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
Update: consolidate various editor tools in Tools/Engine
Tools top menu still doesn't fit on my 1080p screen .-.
Tests: checked the Tool menu
Update: Update ServerProfiler.Core binaries to release
- built from 6737a87e
Tests: perfsnapshot in editor, used jit viewer
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture