198,617 Commits over 4,140 Days - 2.00cph!
Merge Main -> CardGames. Manifest, protocol++
Fixed missing third person friendly, ok and point animations
Revert last two changes (save/load fix and time after jackpot change from Friday)
Reapply save/load fix with old non flag system
Will reapply changes after hotfix
Added lua_dumptimers concommands
Fixed Entity.GibBreakServer crashing with brush entities
Ensure we only flush models on disconnection, because expecting LevelShutdown to NOT be called on map load multiple times is too much to ask from Source (Fixes L4D1 maps crashing on load again)
Temperate grass size tweaks
Tundra distance size tweaks
Added more color variation to temperate grass texture
Temperate material tweaks
Fixed DMenuOptions text color not being affected by currently active Derma skin (Community Contribution)
TTT: Fixed ragdoll pinning HUD for innocents (Community Contribution)
Fixed properties not working on brush entities
Added Kill feed translation for point_template (Found on ep2 maps)
Update to temperate grass spawn settings
Deleting HDRP folder in lighting prefabs
Removing the water from sewer branch canyon in case monument spawns canyon under sea level
Shore wetness adjustments on medium rock formations - was too high
Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
Disable aurora, rainbow and lightning effects when inside train tunnels
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Reset IsSpinning flag when loading from a save, fixes slot machines not being usable if server is saved while a spin is in process
stag/wolf - updated and organised source rig and anim files
Wolf - idle & walk updates
Caves shadow proxies and prefabing
Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
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Hammer: Fixed a crash in Object Properties => Model
Hammer: Fixed a crash when trying to place a non existent Prefab using the Entity tool
Hammer: The Entity Report dialog will now close when its associated VMF is closed to prevent crashes
Hammer: Opening Entity Report for a different VMF when the Entity Report is already open will now properly recreate it for the currently active VMF
Added a nullptr check when generating error texture
Hammer: Fixed crash when creating a new document
Hammer: Will now select the nodraw texture on VMF load and when creating a new VMF rather than the first texture which will be random depending on custom content installed
Hammer: Creating a new VMF will now spawn a simple box in front of the camera and select the "Selection" tool
Hammer: Added CTRL+(SHIFT+)V text to Paste (Special) in right click menus to let the user know about the existence of these shortcuts
submarine prefab setup:
fbx meshes
collision meshes
gibs
textures and materials
merge from /main/TrainCornerCollisionFix
Fixed triangle frame inserts stacking - revisit
59237 next week
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
Better side hit detection
Set up my test map for bug repo
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
enabled batching on more art