192,957 Commits over 4,049 Days - 1.99cph!
jungle_ruins_b iteration2
Fixed .gma whitelist being different between game/gmad
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fixed crashes to do with NPC:TaskFail
Fix weapon spawnmenu autorefresh adding icons to nil parent
Remove Ep1, Ep2 and Lost Coast mounting
All of those are now part of the Half-Life 2 mounting option
Stop shipping Commentary Editor for -tools
Fix BRANCH being set to `prerelease` on NONE beta clients
Delete cl_soundfile
Unused, no reason to keep it.
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
Update .gitignore & build related things
Build Linux game with Steam Runtime
More minor cleanups
Fixed being disconnected from sv_lan servers due to recent changes
Added sv_quota_stringcmd_kick
Fixed crashes wiith CTriggerWind when loading a save
Fixed Lua error with DTree node having 0 child elements
Fix "Invalid string command" false positive
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Exclude gmod.exe from srcds win32 deploys
Add some more known backdoor URL to blacklist
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Fixed crashes to do with render groups
Fixed crashes to do with render groups
Disable a bunch of useless gamemenucommand commands
PlayerAuthed fixes
Fix PlayerAuthed being called twice
Fixed PlayerAuthed always returning empty SteamID even when we have it available
Disable -textmode harder
Isolate RemoveAllWeapons changes to Player:StripWeapons
Player:StripWeapons still drops weapons, KillSilent no longer does
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Merge from indirect_instancing
removed lodgroup from jungle_ruins_wall_3m_D prefab
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jungle_ruins_a iteration2
metal shield 3p melee attack anim updated
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
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cherrypicking
109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
merge from giveitemfailed_toast_fix
merge from legacy_shelter_description_change
merge from voiceprops_itemstore
merge from hackweek_car_radio
added additive mode for tools that puts ice back - only on the ice pick right now for testing
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
fixed pivot points on construction meshes
new merge from /main and /indirect_instancing
Merge: from main
Tests: none
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
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Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild