221,859 Commits over 3,653 Days - 2.53cph!
Fixed Client.All being empty (fixes chatbox etc)
Remove GameBase.Current, add Game.Current
Killfeed works again
Fixed Winch/Rope scaling wrapping around at length of 100
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg
Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
Make sound.Add act as override on x86-64 too
merge from AI hdrpb merge
reapplied monument changes
merge from impact_effect_scale
merge from hdrp_art_backport
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CNetworkQuantizedVector can get fucked
merge from backport_bugfixes
Added an onscreen tip to explain the throw/drop controls when first using a grenade
Merge from wearable_eyes_view
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
more color tweak/ changed env map placement
Merge from blink_sleeping_fix
Merged CloseEyes call into sleeping conditional block
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
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Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
Adjust card material brightness
Merge CardGames->Main again
Fix static card table variants not having the new material
Fix community cards not being lit, making them too bright in dark conditions
Merge WorkCart->Main. Bug fixes and minor improvements.
tweak red ball color to make it easier to differentiate from the orange
Merge CardGames->Main. Adds:
- Visible community cards on the table
- Chips on the table that match the actual pot
- Improved UI performance
Only show managed prediction errors if cl_showerror > 0
Show origin prediction errors from all predicted entities
Fix m_fFlags not being networked for all entities
Use Right for sidewards movements in StandardPlayerAnimator
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects)
Merge branch 'master' of sbox
Citizen V2 merge onto V1
Citizen V2: animgraph work, AO proxy data
More puzzling animgraph shenanigans
Removed colour from skin to allow for better tinting
Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
Fixed unwelded vert in knee
Implemented noclip in/out transition states
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Working IK on the legs, animgraph updates, fixed look chains, etc.
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fidget idle test
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Updated N/NE/E/SE/S walks
Added tint mask to citizen_skin, removed mouth material
More work on the walks
reapplied tint mask
Jump & land animations + changed bindPose to have root_ik Z=0
Fixed chest bodygroup name
Merge branch 'citizenv2'