198,713 Commits over 4,140 Days - 2.00cph!
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Added RPS icon for gesture wheel. Updated UI to match new designs.
Player model cleanup
Added a blocking state to the 3rd person animator
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
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Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
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First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
improved visuals of the glass on the DPV
altered texture and materials
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Added relief map option to standard-specular shader
New faster and more accurate compute-based relaxed cone map generator
Lighting prefab backup / Volume fuckery
Hill cliffs proc map settings
Hill cliffs progress and mid size variants
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Merge from cached_ping_query_reduction -> main
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Fix clients getting stuck during loading after changelevel
Add proxy circle behaviour to wolf to test anims
Recipe, description and placeholder icon
AI can now trigger tin can alarms
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Placeholder audio, repair & protection values
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
Bike Cargoship Parent -> Main
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Only bother getting the trigger parent component should the bike have a driver
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
Optim: reimplementing List.Compare to use an inplace algorithm
Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected).
Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
underwater_divesites scene playable in editor
exported wolf run turnleft 150 to run test anim
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
Fix compile error from merge again
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
Fixed GMod force-adding "English (US)" keyboard layout
Make "English (Europe)" not an unknown language
Also add internal ID to unknown languages
Added -disablehttp command line parameter
Disables HTTP global function (http.Fetch/Post use that)
Fixed GMod now removing English US keyboard layout
Use Windows API to get keyboard layout names when not in our list
-disablehttp also blocks Panel:OpenURL and sound.PlayURL
http.Fetch/Post calls onFailure callback if HTTP() returns false
Fix RichText InsertColorChange to black not working when its the first color change
RichText uses localized string for Copy conext menu option
Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
&& => ||
Check if onfailure exists in http.Fetch/Post
Fixed crazy mouse acceleration values completely breaking player view
Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically
Added ficool2's VRAD ambient occlusion implementation
Adds the following new parameters:
-aofacesamples
-aopropsamples
-aoNoSquare
See vrad.exe help for defaults/explanations
Fix errors with singular static prop causing VRAD to bail for all remaining
Unhide sv_stressbots and make it a cheat
Reduce max allowed voice packets per frame to 48 (from 64)
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO