241,422 Commits over 3,867 Days - 2.60cph!
Bump up voip layer volume
Citizen/animgraph: set voice parameter to not be predicted
v_usp: ...and actually re-hooking up the system after doing an always-on testing would have been nice (oops)
v_usp: implemented "skeletondelta" proof-of-concept system
FPArms: added proof-of-concept system for swapping to different first-person arms, with automatic adjustment for hand proportions
Example with a (very roughly converted) 4-fingered Citizen hand, in use with v_usp: https://files.facepunch.com/maxlebled/1b2411b1/sbox_2023-06-24_10-33-48.png
Leaderboard backup, run #3961
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
Fix strikethrough and underlines not drawing at small resolutions
Also a bit of cleanup around the area moving stuff to functions
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
tugboat sounds (WIP but mostly there)
Fixed ServerProjectile NRE when hitting water
Update all building block prefabs with InstancedMeshFilter
Fixed subsurface falloff gradiation between beaufort states
Water & beaufort parameters. (Waves unchanged)
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
Projectile fixes (things I broke in 83834)
Package front page can be edited
richish styles
Show link to githubs if source is public
Default page input
Add log entry on edit
Update editor tool to convert prefabs to InstancedMeshFilter
Tugboat control panel LODs and sonar emissive
Beginning of massive refactor to support all entities & all types of world prefabs
Ocean refraction tweaks +caustics adjustments to match.
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
underwater.prefab iteration & fixed time scaling issue
Update FP.BurstCloth (stiffness and other fixes)
Crank up stiffness on diver ak to fix clipping
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add randomization to diver suit
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Fixed a race conditiony Lua error in properties.lua
Fixed certain "Entity Get Count of X" functions returning nil
* GetNumPoseParameters
* GetBoneCount - used to return -1, now returns 0
* GetHitBoxGroupCount
* GetHitBoxCount
* GetBodygroupCount
Return empty string on failure:
* GetPoseParameterName
* GetSequenceName
* GetSequenceActivityName
Minor cleanup
More Entity no nil returns treatments
Return 0 on failure:
* GetSkin
* GetSequence
* GetNumBodyGroups
* GetSequenceGroundSpeed
* GetSequenceMoveDist
* GetModelContents
* GetLayerDuration
* GetLayerWeight
* GetPlaybackRate - returns 1 on failure
* GetBoneName - returns __INVALIDBONE__
* GetSequenceActivity - returns -1
* GetSequenceVelocity - vector_origin
* GetLayerPlaybackRate - returns 1
Adjustments to singleplayer clientside lua file stuff
Hopefully fixes issues people are having
Do not fallback PHONGBOOST and PHONGFRESNELRANGES
Causes unexpected issues with existing content
Change stiffness to be applied with springs too
Cherry picked
83847 => Fixed Lake and Swamp shading and refraction
Fixed Lake and Swamp shading and refraction
wind event wip
upgrade icons
Always set Sender to Local Player before sending event
Add docs to Player
Add internal method Network.FindOrCreatePlayer
Add player wrapper use that instead of Friend everywhere publically
Bone retargeted breathing FX out of the back area when underwater
Set velocity for root bones to make damping more accurate
InputAttribute. Simulate -> Tick. Added Simulate( bool isFirstTime ). Can assign controllers to entities. When entity has controller use BuildInput to set input props to be sent in cmd to server. Add reconciliation etc. All untested lul
Cherry picked
83841 => Fixed water mask