137,814 Commits over 4,474 Days - 1.28cph!
Post-merge cleanup and fixes
update gas station maintainable prefabs from new environment
gamesroom shotgun trap
- textures updated, still work in progress
merge from hackweek_parented_ddraw
merge from hackweek_parented_ddraw
merge from PlayerMaintainedMonuments
merge from fix_apartment_bathroom_door -> main
Add monumentblocker_barrels_100x300.entity and gibs
Fix bathroom door requiring apartment ownership to open & close
- don't need to block access to the bathroom for non-tenants
merge from fix_apartment_fridge_transfer -> main
merge fix for fridges to the correct branch
Bar stools - Added WIP lowpoly for both variants, added empty materials, updated deployed prefabs with new WIP art
Fix fridges not transfering their content when upgrading your room
- caused by only checking for StorageContainer, not IItemContainerEntity which grabs IO entities like fridges
- add 'printapartmentfurniture' command to print off all entities inside the room (which is how I spotted that fridges weren't considered storage)
Fixed nametags showing through Short Ice Walls
https://files.facepunch.com/raul/1b0911b1/09_19-29-WarmIndigowingedparrot.mp4
Fixed inaccurate High Ice Wall collision
Removed High External Stone Wall collider out of the ice wall prefab
Added inner boundary collider for nametags
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame
Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first
Update powergrid.status convar
Rock Sculpture - texture update and new shader features
Powerplant exterior updates.
game_room_dlc -> main (missed files)
monument blocker texture cleanup
LOD3s for stacked terminals
Boar animation exports and rig set up
Added missing UnityEvent attributes in SkinViewerEvents
Adding world model rig for m92
New ladder hatches and prefab setup
Clean up of now unused code + inspector hookups
Added Entity:PlayFootstepSound
* Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot
* Also fixed NPC footsteps not respecting intended footstep sound volume
resource.AddWorkshop bails when given empty/2char input
* Also throws non halting error with `lua_strict`
Make render.ComputeLighting normal optional
* It's optional in engine, so Lua binding also has it optional
Added CNavArea:GetLightIntensity
* This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function.
Allow loading nav files from mountable games as fallback
* Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now.
Update flagrass/construct navmesh with lighting info
Add VPROF scope to CBaseFileSystem::IsDirectory
Try to cancel active WorkshopDL downloads when exiting mid-download
* Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future.
Do not search for spray cache in addons/mountable games
Minor cleanups
* Disable CNavMesh::GetPlacesFromNavFile (unused)
* Remove Addon::FileHandle::FullFileName (unused)
Lets try removing "addons" library
* It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it
Don't treat "workshop" and "" as valid addon names
* For "files in this addon" search
Fixed an infinite loop in the client shadow system
Fixed MacOS & Linux SRCDS compile errors
Improve error handling with missing data in <gamemode>.txt files
Fixed procedural bones not working correctly
* Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code
Prevent main menu backgrounds scanning 2 paths on file open
* Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately.
Don't fruitlessly search workshop content for every mounted path
* Only search in addons for each Workshop path
Minor cleanups
Do not mount gamemodes/ for menu state Lua
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs
Remove client/server linking against 'addons' lib on win32/posix builds
Revert stripping player weapons on Sandbox spawn
* This breaks existing addons
Fixed recharge countdown display
Rock Sculpture - added new material, shader, textures
Correctly allow mounting the computer during final descent/impact.
Fix countdown display issues.
Switch instantly to the recharging/cooldown screen after impact.
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
Added open/close FX to apartment upkeep terminal. Fixed incorrect 'Decay' text string when terminal is empty.
merge from apartment_s2p_spawner
Remove rogue disabled small apartment in the scene
S2P apartment complex
Hide the timer when mounting after lockin
Setup larger powerplant fusebox, placed in powerplant. S2P
Reduce default fuse condition loss rate, was silly high for testing
merge from automated_testing
Fix small backpack broken world model outline
Testlist
fix UI controls to reflect new zoom key (Secondary fire instead of Use)
Updating mini crossbow with new arrow meshes
remove a bunch of ? nullable wrappers