193,693 Commits over 4,079 Days - 1.98cph!
added ground ramp glue trim to storage warehouse.
more work on storage warehouse.
Added "Remove Hood" radial menu option
Cherrypick FirstPerson_Greybox scene from main/viewmodel_camera_anim_v2
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Change remove handcuffs icon
Added radial menu option to unlock and return cuffs from a player
Additional restrained check
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's
Add price multiplier to vending UI when clicking on a store on the map
Implemented a dynamic NPC vending price system based on sales in a rolling window
-Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24
-Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%)
Currently clamped between a 50% discount and a 300% price increase
Currently only applies for purchases that are made using scrap as the currency
Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating
All time and discount values are currently using the examples provided above, they are just for testing and will be changed
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
Merge from debugcamera_dof_save
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Finished roadside bike spawn setup
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
Merge from debugcamera_dof_save
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Merge from FrontierHazmat_cinematic
Handcuff anims + assets backup
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Merge from PrisonerHood_Cinematic
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each).
SpawnPointSpawnPopulation now supports having multiple options
Merge from hackweek_crudegestures (with custom gesture wheel support)
Merge from main (many conflicts, stomped local animator changes)
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
merge from main -> monument_scenes
merge from qol_give_improvements -> main
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff