145,055 Commits over 4,413 Days - 1.37cph!
Shift some small apartment props around too
Shift large furniture props into furniture root so they only spawned when rented
Move all the contents of the medium apartment into furniture so it's only spawned while rented
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting)
- Camera points slight up when a ball is in the way
- Seperate all the logic over so the pooltable is in control of most of it
- Cleanup
Convert small apartment props + move new props into "furniture" parent so they only activate when rented
Industrial Torch - Updated worldmodel with LODs
Fix dual version resource in gmod_launcher
Convert more props from medium apartment into entities
Added Insurgency map category
Groundwork for BSPZIP compression support
Added support for -embed to VBSP
Make LZMA methods static
Minor cleanup
GM:PostPlayerDraw throws non halting error when too deep
Another consistency pass for resource files
* Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field.
* Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?)
* Updated tool icon slightly
* Add icons & version info to all compiled .exe files by our build system
Build 64bit gmad/publish, add icons/version, fix some compile warnings
Build Hammer 64bit
Fixed a bunch of Hammer 64bit runtime crashes
L4D1 .nav files now successfully load
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)
Minor cleanups
Check for empty strings when getting sound duration
Reduce verbosity of the new codesign tool
renamed to industrial decor pack
Fix L4D2 navmesh loading
Fixed pointless compile warning
Replace loading dialog .res files with a single file
* No need to have 3 different files that have the same layout, just have the one.
Loading screen progress tweaks
* Show WorkshopDL text in two lines
* Loading screen dialog automatically extends itself to fit 2 lines of text when needed
* Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL
Add 5th optional argument to Entity:Dissolve - delay
* It's a weird delay though, it still makes some particles until the start time, maybe could be interesting
Placeholder fields in mstudiobbox_t
Added 2 new STUDIO_ enums
* STUDIO_SKIP_FLEXES
* STUDIO_SKIP_DECALS
Generate correct default config for 64bit Hammer
Fix cl_showents crashing on SRCDS
Minor shadercompile.exe files from x86-64
Convert double vanity prop in bathroom
Redo swapping some of props -> entities in small, medium & large apartment
Fix double vanity entity prop positions
merge from PlayerRigUpdate2/inventorypreview_improvements
merge from PlayerRigUpdate2
Added post processes to the inventory player preview, uses the same profiles as the maincamera
updated override controller
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
merge from industrial_dlc (and bowless_crossbow)
Fixed BatteringRam.DamageEntities NRE
merge from bowless_crossbow
Fixed torch fire effect texture compression artifacts
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace
Also fixed the IO sub entity being respawned over and over when reskinned
medium apartment lod fixes
cobwebs
cockroaches
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Extended legs a bit further up in pants.shorts so transparent skins work
merge rust_relay_server -> main
merge main -> rust_relay_server
Ensure FakePlayer at net startup and server occlusion tweak
merge from main -> apartment_complex_monument
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
fix water wheel water loop sound class (can occlude now)
Tweaking industrial torch burst cloth settings
deploy timing changes on cowbell, flute and trumpet
Set MouseDelta LegacyScale to 0.1 on macos
merge from workshop_emission_fix_again
workshop emission fix:
when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Setup colour changing with spraycan on industrial shelves
set fake player to default to false