144,680 Commits over 4,413 Days - 1.37cph!
Probably fixed OSX build error
Added Insurgency map category
Groundwork for BSPZIP compression support
Added support for -embed to VBSP
Make LZMA methods static
Update LZMA SDK, Enable BSPZIP compression
Minor cleanup
GM:PostPlayerDraw throws non halting error when too deep
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Fixed some ground slaps on the wrong layer to fix bleed.
Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually.
Hobo barrel prefab tweaks.
More lighting prefab WIP stuff.
illuminated pressure pad;
- textures first pass
- updated icon render setting
- updated material
Cranked the flicker floor up more.
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing.
Slightly raised the bottom floor of the wave.
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc.
Fully functional single local up vector multi axis rotation flight model with new accurate 3D model
https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
Check for mute on startup & look in response of submitting voice data to see if muted
- gives ok time delay before muting without 100k players polling the API
- Swap vine swinging mount pose to standing
- Fix offset y rotation
- Increase drag to a more realistic level
- Fix pooltable mountable not removing itself when dismounting
merge from decorative plants hackweek
Merge from missionobjective_findentities_optim
Fix some objectives searching on layers which are no good on the client
- Table can track multiple mountables
- Can't mount if you're already mounted
- Don't need to call kill - the table does it
- Setup v_spear anims/avatar
- Fix inside terrain violation when jumpin on mountable
- Viewmodel was set to wrong prefab
- Viewmodel skeleton fix
- Add viewmodel renderers to skinned mesh renderers
Fix pool cue viewmodel not spawning
- Manifest
- Force mount the pool table mountable on use
Remove remaining game logic from pool table
- PoolGameController (all game logic: turns, win conditions etc)
- Cleanup overal
- Shooting logic (not connected yet)
- Wire into PoolTable
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Merge from missionobjective_findentities_optim
Fix MissionObjective_KillEntity missing set initialized flag
Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled
Fix WorldPositionGenerator potentially throwing a NRE in editor
Fix HLMV/HLFaceposer crashing due to modern control styles
* Apparently windows API bug where GetClassInfoExA returns garbage?
Minor cleanup
Fixed StudioMDL crashing
More compile warning fixes
Fix HLMV/HLFaceposer crashing due to modern control styles
* Apparently windows API bug where GetClassInfoExA returns garbage?
Minor cleanup
Fixed StudioMDL crashing
More compile warning fixes
Merge DetailObjectSystem fixes from TF2 SDK for 64bit
Remove turn animations from AK, seems to break stuff even tho they aren't used
updated the building topology and added a collider for tree guards
Clean(tests): same for UpdateNetGroup
Tests: ran unit tests
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Clean(tests): same for MovePlayer
Tests: ran unit tests
Push up temp animations and angles for turn in place, maybe they can be used as reference
Add secondary motion/foot scatter, re-format fields
Clean(tests): UpdateSubs injectLastVis default to true now
Tests: ran unit tests
Ceiling lights just use the HasPower flag instead of On
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect
Tests: ran all ServerOcclusionGroupTests - they pass
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect
Tests: ran TestNew_KillSleeperAndReconnect
Train tunnel light fixture material fixes.
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect
Tests: ran unit test - it passes
merge from reset_groups_command
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups
Failed unit tests by making Limbo group visible from main grid cell
Tests: ran TestNew_MoveOther, no longer fails
merge from mortar_prototype