130,550 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Merge: from /main/soundmodulator_leak
Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vending machine skins being rendered as beanie hat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: built all modes in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▆▍▌▋ ▋▋▆▊ ▇▇▆▄▇▄▇▆▉▅▍_▇▄▄▋▄_█▆▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                HCR viewmodel -  Corrected slightly offset ironsights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void
cave_large_hard, cave_small_medium
 
                
                
                
                
                
             
         
        
            
            
            
                
                testing cloud improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before 
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from fix_monument_scenes_client_entities -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix monument scenes causing entities to spawn on both client and server inside monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed airfield sometimes spawning too close to river
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed underwater specular on terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                HCR viewmodel - removed sway from ADS fire anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: lazy-allocate Sound Modulator lists
- Added an assert to trigger when we try to remove a modulator we don't own
Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better.
Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: don't expose modulators outside of SoundModulation
- Changed printEngineSounds cmd to update more detialed info while removing redundant info
- Simplified checks since we can now guarantee that our object is safe by construction.
Tests: drove around in a car and checked the output in console.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mention valid sample rates in "Invalid sample rate X for sound Y" warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported wolf run attack shorter anim and edited wolf prowl anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed DropEntityIfHeld affecting all players holding anything
Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work
Also now affects Physics Gun, for consistency with other such functions.
it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it.
Fixed Close Caption HUD being disabled by sethudvisibility input
Update .gitignore
Fix MatSelect erroring on select if not given a convar
Added MatSelect.OnSelect and OnRightClick
Improvements to PropSelect to match MatSelect
Implement Panel:Clear
Added OnSelect hook
Added OnRightClick hook
Fixed errors when not given a convar
Added FindModelByValue
Added SelectModel
Fixed Lua errors when loading a save that had tools that no longer exist
Pull Request: game icons in game list in main menu
Updated HL1MP icon to match its Steam icon
Display the command that is not bound in Hints, when no key is bound for it
Pull Request: "SAM" support for TTT bans
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Particle system changes
Added:
Set child control points from particle positions - set orientation
Set control points from particle positions
Set per child control point from particle position
Remap Distance Between Two Control Points to Scalar - output is scalar of current value
Remap Distance Between Two Control Points to CP
Remap Percentage Between Two Control Points to Scalar
Remap Percentage Between Two Control Points to Vector
Set Control Point To Player - Use Eye Orientation
Set CP Offset to CP Percentage Between Two Control Points
Cull when crossing sphere
Fix some compile warnings (Hammer)
Ported even more particle operators from CS:GO
C_OP_SetControlPointToImpactPoint
C_OP_RemapSpeed
C_OP_RemapCPtoVector
C_OP_RemapBoundingVolumetoCP
C_OP_RemapVelocityToVector
C_OP_RemapCPVelocityToVector
C_OP_RemapAverageScalarValuetoCP
C_OP_RampScalarLinear
C_OP_RampScalarSpline
C_OP_RampScalarSplineSimple
C_OP_RampScalarLinearSimple
C_OP_NormalLock
C_OP_SetControlPointRotation
C_OP_SetCPOrientationToDirection
C_OP_LerpVector
C_OP_LerpScalar
More csgo particle operators
C_OP_RemapControlPointDirectionToVector
C_OP_NormalizeVector
C_OP_RotateVector
C_OP_ClampScalar
C_OP_ClampVector
C_OP_InheritFromParentParticles
New CS:GO particle initializers
C_INIT_OffsetVectorToVector
C_INIT_RemapSpeedToScalar
C_INIT_NormalAlignToCP
C_INIT_NormalOffset
C_INIT_SequenceFromCP
C_INIT_InheritFromParentParticles
C_INIT_RemapInitialDirectionToCPToVector
C_INIT_RemapInitialCPDirectionToRotation
implement particlefield_rotation selector for PET
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make wolves run away if they are hit by fire, improve blackboard vislog
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Entity:ManipulateBoneJiggle type `2` non functioning
 
                
                
                
                
                
             
         
        
            
            
            
                
                more shield texture updates.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Cleanup leaking Sound modulators
- Sound now gets notified when it gets retired
- Moved cleanup from Init to Retire and added safety asserts to Init
- Recycle more of SoundModulation state (revealed that we have more storage than modulators)
Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
 
                
                
                
                
                
             
         
        
            
            
            
                
                -Shield texture updates
-LODs + settings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
 
                
                
                
                
                
             
         
        
            
            
            
                
                created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent harbors and ferry terminal from spawning on top of rivers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make flame thrower and fire arrow more reliably scare wolves
 
                
                
                
                
                
             
         
        
            
            
            
                
                world_update_2 -> radioactive_water
 
                
                
                
                
                
             
         
        
            
            
            
                
                replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wood Pile:
Balancing changes
Increased size of grass displacement map
 
                
                
                
                
                
             
         
        
            
            
            
                
                No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from terrain-smoothness
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from world_update_2