131,734 Commits over 4,232 Days - 1.30cph!
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Add text to both sides of balloons
Swimming players can't cross the portal
Players no clipping are allowed for debug purposes
Moved allow child stability support loading check from child to parent.
PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Update for line spacing, text sizes, text colour, and small tweaks for balloons
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Extra protection to on cl_attack and on cl_reload
Paintball Gun - texture update
Reposed barrel and crate wearables
naval_update -> pt_boat_turrets
scientist_boat_ai -> naval_update
Fixed scientists dying on boat spawn
- Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence
- Rename rhib_spacingRadius to rhib_radius
- Codegen
merge from naval_update/deep_sea
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Fixed debug portal renderer being visible with the convar off
Small engine skinning fix
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map
- Remove useless logs
Re-add model scale to prop_dynamic in Hammer
It works visually.
Minor cleanups
Prevent entity precaches from calling OnEntityCreated/Removed
Enable Episode 2 flinching behaviors for npc_zombie
* Also fixes its blood color being YELLOW instead of ZOMBIE
More bounds checking for texture related methods
Merged Pull Requests
* Minor optimizations for new game screen
Strip out more obnoxious symbols from server names
Allow copying server name from detailed server view
Pull Request: Minor server list optimizations
Fixed Lua error with "" for rope material
Fix nullptr crashes (on game exit?) to do with HTML panels (CEF)
Make Zombine use zombie blood color
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add missing attachments to Combine APC model
So the player's view is not in the ground if they somehow got into the APC
prop_vehicle_apc code tweaks
* You can now actually exit the APC if you got into a non locked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC
Fixed Gravity/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Add 3rd skin for the mega gravity gun, used by c++ code
* Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations
* Fixed physics model not matching the visual model
Update some weapon icons with poor constrast
Fixed toolgun world model light origin
Add thumbnail for nb_example so people stop pestering about it
Potential fix for HUDWeaponPickedUp getting wrong entities
Updated TTT
* Add weapon group spawnflags to ttt_random_weapon
Antlion Grub ragdoll inherits color/material from the "npc"
* It's not a real NPC
Add a copy button to kick reason popup
Add `cable_dx8` to rope shader whitelist
* Whyyyy is it DX8
Only try and ram occasionally
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug
- try spawning boats lower in the water plane
- spawn relative to the correct water height (including waves)
Add `cable_dx8` to rope shader whitelist
* Whyyyy is it DX8
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn)
- Better boat positioning
- Add more bouyancy points to the pt boat (rear was a nightmare)
- Wake up the boats from further away
- Convar to spawn boat groups together
Set default EditFinishUseInterval to 1 second.
Evaluate water height at water positions and spawn y at that rather than possibly under water
Npc aim refactor progress
naval_update -> scientist_boat_ai
Check textures for null in ApplyMipLevels()
Check textures for null in ApplyMipLevels()
Merge Indirect Instancing Fixes
* Store local bounds so that new world bounds can be derived when an instance moves
* Emit a warning when a unit cube is assumed for bounds
* Don't actually try calculating worldBounds for Unity, it gets really messy when things move around
* Use the new local bounds for the debug overlay as well
* Add some null checks in MotionList
* Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
roof conditionals visual polish
various fixes
Cannon animation polish pass
ak charm anchor position tweak
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
roof block model transforms reset, removed duplicate gibbable scripts
backpack charm texture updates
Updated deep sea map marker tooltip wording