198,704 Commits over 4,140 Days - 2.00cph!
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes
Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
Merge from hackwee_renderlod_collapse
Merge SidecarRewrite -> Bikes
Convert harbor approach node error into a warning
Fix player not being able to initialise if the boat paths are disabled
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
Wait a second after sending the nexus.redirect command before kicking the player off the server
Increase delay before disconnecting in nexus.redirect command to give the loading screen a better chance of rendering
Should fix the game stalling for a bit before you see the loading screen saying you're changing servers
Might fix passengers in vehicles needing to manually reconnect in transfers
Use GenericLerp to get smooth interpolated sidecar angle changes
Try to destroy ping instance ASAP in sequential mode
Add 0.5s wait between pings to prevent job system interference
Add larger wait when waiting for ping to be done
Fix wheel trouble more + adjust sidecar angles
More sidecar work, fix collision trouble, fix wheel trouble (mostly)
Fix some incorrect transformation in RepositionEntitiesFromTransfer
Add some logging to troubleshoot why positions might go bad after a transfer
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin
Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands
Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though)
Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
Fix gameplay bulk events & lag spike events not using data object format
Fix server_id missing from the CSV tables
Working on a sidecar with hinge joint and separate rigidbody
Fix detail.vbsp being broken by git merge
Auto-reopen the attack heli gunner UI after transferring between servers, if it was open before transferring
Fix the gunner UI postfx overlay staying active for the gunner if the heli turns off while the gunner UI is open
Add HV ammo & incendiary ammo to the mixing table
- pistol ammo = GP + Metal
- rifle ammo = +1 metal on right
- hv ammo = +1 GP on left
= incendiary ammo = +1 sulfur on right
https://files.facepunch.com/jakerich/PF33K4pcvWYvmH2U/iy3xnFV864Zc4kau.png
Also re-ordered the mixing table so all basic teas are shown grouped together
Fixed wires not being parented correctly to armored door hatches
Fix pooling warning message
Log lag spikes caused by RPCs & console commands
- default threshold 40ms
- add `command_lagspike_threshold` and `rpc_lagspike_threshold` commands to configure
Adjusted search light collider to make it easier to wire like before
Fixed manpad explosion vertex stream regression.
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
Fixed MLRS air burst explosion streaks breaking with the new streak type.
proper setup on corrugated sheet kit
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Fixed argument exceptions in dictionary
Move packets per type from JSON to seperate CSV
Added range info to the seismic sensor item information panel UI
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
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
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Fixed broken Rowboat prefab
Fixed broken rowboat prefab
Setup map marker update on invokerepeating rather than FixedUpdate
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
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master house interior progress
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default