136,671 Commits over 4,324 Days - 1.32cph!
ballistic shield blockout and file setup
missing .mat files? thanks plastic
sulfur box texture polish
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sulfur box textures, game model, icon
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1)
Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim
Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim
Fixes double fire anim
hoarded a bunch of changes:
- refactored vclouds and vfog for multi camera support
- vclouds and vfog ported to RRP with built-in wrappers
- match sky dome pos to camera in RRP, including in scene view
- scale sky dome to camera far plane in RRP
- use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled
- share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc
- fix skybox rendering twice in scene view
- fix water render graph issues on lower quality levels
- fix destruction of water dynamics RTHandle
Started on the server admin UGC tab
rough burst cloth setup, working with the added unity constraints
Mark torcholder active pfx LOD as dynamic
Added a test to detect redirect items referencing themselves as IsRedirectOf
LNY armour rig setup with temp default Unity constraints
Implemented rigged LNY armor mesh
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea
- default to 20 (640m)
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE
Fixed some potential crashes with navmeshes
Fix potential crash issues with dropship
Prevent `trace` concommand erroring with dropships
Adding LNY horse armour fbx
second pass on environment volumes
first pass on environment volumes
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Fixed a regression in the PT boat emission.
merge from fix_scientists_not_wounding
Add fuse burn animation to cannon firing.
Retarget new fuse mesh to old fuse bones.
Toggle fuse depending on loaded state. (this might be unnecessary.)
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Fix State_Playtanimation NRE
Component Ammo Box - Moved and updated textures, set correct resolution
Tweaked all tropical trees minigame marker data, some of them were off
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components
- Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale
- Deep sea now enable scale networking on its trees
Fixed the collision issues and tree minigame not working
S2P all tropical islands
If streamermode is enabled then turn off RHIB screens
Fix Alyx playermodel coloring covering some wrong areas
Pull Request: Added color support for Arctic player model
Lets try updating BASS.DLL to 2.4.18.3
* Probably achieves nothing at all
Alias prop_portal_stats_display to prop_dynamic
* Fixes Portal 1 having missing elevators
Material refcount changes
* Fixed Portal 1 energy pellet having missing texture (0 ref count)
* Do not precache AR2 ball materials until used, they can now also unload on map change
* Do not forcibly precache muzzleflash materials that are not even used
Render hook changes
* Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary.
* Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does.
* Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is
Prevent opening chat with cl_drawhud 0 locking you out of main menu
Do not precache some HL1 weapons
Prevent gauss gun spewing about out of bounds values
Better handle invalid physObj in queued collision events
Lets try making lights non networked
Added "damage" keyvalue to `crossbow_bolt`
Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again
Minor cleanups
Make Pistol weapon use its draw empty animation when empty
Implement empty draw for Crossbow
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
Small code fixes
Rebuild phrases
Minor adjustments to walk around distance
- Show tooltip if you try to reload the turret whilst its full
- Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56