129,712 Commits over 4,201 Days - 1.29cph!
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Try to handle VTF v7.5 format IDs correct-er
Remove leftover debugging logs and restore debug commented out code.
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Add fail animation hook for fail throwing flares from helis
flare viewmodel - 1st pass fail anim and animator setup
merge from terrain_potato_disable
building_planner_viewmodel -> main
Added a mask for the dlc tab
PTBoat 50cal turret and loot storage sound changes
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Fixed owned Steam dlc not being added to the owned items dict
merge from helicopter_flare_balance_pass -> main
codegen + protobufs after merge conflict resolution
change flare entity proto enum to dodge naval update conflicts
HeightData baking support
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Moved storage adaptor protobuf to 217
209 to 216 is reserved for naval_update
Codegen
code clean up, fix change for dropping grenades
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Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water
- both are querying shore vector and water depth information from the same points, we should do this in one place and
- need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
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Syringe animation updates
Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not
Shows count in aggregate mode, otherwise shows ID and Parent ID
Tests: opened a save from playtest
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Update(editor): SaveViewer - sort aggregates in descending order by default
Tests: viewed a save in aggregate mode
Update(editor): SaveViewer - add toggle to aggregate by prefab
Tests: inspected aggregated entities from playtest save
Fix scientists rushing when grenade throw fails
Remove the animation on build
tweaked guide material settings for enhanced readability of geometric details
changed RPG7 name to RPG Launcher in engine file
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation
Renamed some stuff to avoid confusion
Eye following view (if you want it)