198,728 Commits over 4,140 Days - 2.00cph!
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
▍▊▋▇▋ ▋▆▊▋▄▌▍▅▋▊ ▍█▅▇▅▅█▊▊ ▄▅▌▊▇▅▄ ▊█▄▇▋
Final commit, time based fading
▋▊▌▆▆▍▋ ▊▉██▅▆▉ ▊▋▆▍▄▇▌ ▄▍▆▄▋▆ █▉▄▇▍█▌▌▇▉▍, ▄▆▅▆▄ ▆▄▅▄▌▆▌▊ ▅█ ▋▊▋▋▉▅█▊▇▄█
merge from cargo_stuck_fix
merge from ServerBulletRadiusFix
More unfucking from library corruption
Folder cleanup.
Initial item setup/prefabs.
Various fixes, move to PrefabPreProcess so it gets run once per prefab
Sprint bar timing works properly, with network sync
Sprint WIP + remove leftover snowmobile mount code
Added egress state to debug_cargo_state
debug_cargo_status and debug_info no longer need to be called from in-game
Updated finger gun gesture to use middle finger too. Added icon
Flag/proto setup and refactoring
Convert some inputs to flags
Two cargo ship movement fixes:
-Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions).
-Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
Fix quote mark location in PrintDefinedFlags
Got rid of the bike gears, only one gear now as the model implies
ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
Updated throat cut gesture - fixed some translation issues
Enabled dof translation on player avatar for better retargeting results
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
Clatter helmet PFX fixes and visual refresh:
-Flame tone adjusted to be more in line with the new fires.
-Improved heat shimmer, which had regressed.
-Performance optimized: No longer relies on noise, less overdraw & LOD tweaks.
-Cleaned a script from the prefab that was doing nothing.
Improved test results formatting
Added WaitUntilWithTimeout yield instruction
Experimenting with updated protobuf codegen which doesn't copy data around as much
Expose changing damage of weapons & armor protection values
Add ability to search entity & item names
bicycle skin, LOD setup and rear wheel split for future setup
Added Time based fading (work in progress - includes updates to visualiser)
Fixed some issues with distance fading
Improved import - no longer reloads assets during import which is 2022.3 causes a warning
Added vending machine. Setup custom sell orders. Disabled colliders on client.
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
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
Added steering deadzone to avoid over corrections
merge from fix_eventrecord_pooling_error
Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming