136,620 Commits over 4,324 Days - 1.32cph!
Include hl2 version of buildingset056a
* Apparently it was changed in the 20th anniversary update?
particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down
* instead of tracing west
More potential crash fixes
func_movelinear supports changing parents
* Fixed a bug on ep1_c17_01
Rearrange new field of CopiedDupe netmessage to bottom
* Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken.
Add some checks for voice chat gain manager
* If current or target gain become inf or nan, reset. Also prevent division by 0.
More fixes for potential crashes
Fix OSX compile error
Remove more unused HUD elements from builds
HUDShouldDraw gets called for cl_showfps panel (when active)
Remove more unused GameUI stuff
Fixed crashes with certain material proxies when used on static props
More minor cleanups
sv_showimpacts draws server hitboxes in blue color
Init QAngle to 0,0,0 on creation
Fixed player hitboxes in vehicles at odd angles
Fixed some player animation/hitbox desync
* Vehicle animation poseparameters were not set serverside
* Player "grab ear" animation was not playing serverside
Restore sv_showhitboxes (cheat protected)
apartments building facade, atrium and corridors progress
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merge from indirect_instancing
Mark Indirect Instancing as DeveloperOnly
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Fix new scientists killing players without wounding them first
Fixed signal computer flare trigger.
Signal computer hums, and also does a little beep when ready to transmit.
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Disabled tree minigame for palm_tree_tropical_short_e - too small
Tweaked floating city 3 shore vector volumes
S2P
fixed native pixel data using wrong format, should've been half4 not just Color
handling floating city data, blits in on top of generated values
- also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
paintball gun no longer researchable
Cannonball textures from 5.3mb to 0.6mb.
Minor deep sea code cleanup
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data
Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Reserved flag fix (7 to 8 for flare)
Fix occupied seats not working after a vehicle is copy pasted
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Signal computer mesh read/write for col.
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
merge from main -> print_speed
more work on rentable kiosk blockouts WIP
turret_model_clipping_fix -> main
- Fix player model clipping into turrets at certain angles
- New set of movement curves
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
Fixed being able to cross to deep sea with submarines on board
They didnt carry over but we now block entry with a toast, like for helicopters
fixed paintball gun WB3 reqirement
Fix scientists not able to go into large oilrig top floor rooms
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Restored horse siege harness
Removed horse roadsign armor redirect (was set to itself by accident)
basic non-UVd blockout for rentable kiosk C
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parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
merge from artistpack_storepage
Fixed artist pack sprays showing as a skin of the reactive target in the store page
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
merge from sks_skinviewer_fix (restore skin viewer settings)
Restore skin viewer settings
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