130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved collider of pooltable
added dartboard
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Handcuffs can also block interaction/use
 
                
                
                
                
                
             
         
        
            
            
            
                
                More wip handcuff functionality
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added tree and ore gathering tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                workers_house building - final models, colliders, prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a few flow issues when running multiple test fixtures one after the other
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▍▅▌▌▅ ▋█▆▉ ▇▆▅█▉▋▇▍▅▄_▉▉▍▇▋▆▋_▄▊▋▌▇▆▋▊▆
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Support MaterialSetup component
 
                
                
                
                
                
             
         
        
            
            
            
                
                New FX for lantern because cozy.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Crank finger gessture. Fixes and tweaks to existing gesture assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Gravity is now a replicated var as well
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Oops, don't need Default section on the ServerVars, only the replicated ones
 
                
                
                
                
                
             
         
        
            
            
            
                
                Code review, add defaults to the new vars
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab)
Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Time convar changes following code review
 
                
                
                
                
                
             
         
        
            
            
            
                
                Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added "shhh" sounds to shushing gesture - 2 variations. 
Fixed anim events missing from latest updates + tweaked temp icons.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed collapse not working with skinned objects, not casting shadows
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                vm sks anim tests, animator updated
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
 
                
                
                
                
                
             
         
        
            
            
            
                
                pooltable asset, textures and materials and balls
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vendor can now be stopped by a player gesture
Used a state machine instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                TestParameterSource field and property support
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Setup sell orders properly
Add targetting system
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added TestParameterSource attribute to allow dynamic parameter sources for tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add convars to scale damage by region (head, torso, legs)
"Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▊▋▇▋ ▋▆▊▋▄▌▍▅▋▊ ▍█▅▇▅▅█▊▊ ▄▅▌▊▇▅▄ ▊█▄▇▋