131,436 Commits over 4,232 Days - 1.29cph!
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Validate inputs to sound.Generate
Fixed exit game crash to do with procedural sounds
Some minor changes from TF2 SDK
* Fixed some theoretical memory leaks with keyvalues
* CMDLPanel pose parameter fix (PR from SDK repo)
* `firstperson` disables `camortho` (PR)
* ESC closes chat box even if the text entry for the message is not focused (PR)
Merge: from spectate_dontfloodsnapshots
- Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode
Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState
This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player
Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends
merge from minifridge
lighting and techtree - todo
Fixed incorrect elevator power usage
base mini fridge gameplay pass
Merge from hackweek_boxsorting
Enabled sorting on all DLC storage items (including all barrels)
Fixed translation not working
Merge from puzzle_reset_changes
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Enable ProvidesParentingTrigger on frame & triangle frame, fixes players getting thrown off boats.
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Remove some debug log spam
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
Fix push option showing all the time
world model for planner blueprints
merge from floating cities
FCs S2P for all recent fixes
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Merge from directional_foliage_displacement
Adjust displacement factor on materials to fix stretching
Reduce cases causing texture stretching
Fix centre falloff
Add directional displacement strength to material
Adjust bush and ferns displacement strength
Clamp max displacement height radius
Terrain shadow culling wip, and merge fix
merge from puzzle_reset_changes -> main
Enable pauseUntilLooted on water treatment
Disable radiation on the manually opened puzzle room
S2P
Enable pauseUntilReset on trainyard
S2P
Enable pauseUntilLooted on dome
S2P
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle
S2P
Enable pauseUntilLooted in sats
S2P
- shrink from 7m -> 5m
Enable pauseUntilLooted in radtown
S2P
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
Enable pauseUntilReset on harbor 2
S2P
- fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
Enable pauseUntilReset on harbor 1
S2P
Enable pauseUntilLooted on ferry terminal
S2P
Add pauseUntilReset to airfield puzzle room
S2P
BoatBuildingBlock will still initialize supports if its parent is a PlayerBoat. Fixes boats collapsing when editing a boat post load/paste.