249,846 Commits over 3,959 Days - 2.63cph!
enemies find closest player
can check enemy line of sight to player
dont aggro target unless can see them
enemy w/o aggro target pathfinds to nearest player
Leaderboard backup, run #
15365
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
Map Updates / Dialogue Adjustments
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
rendersystemvulkan builds on all platforms
lzma has inconsistent binary output dir
Vulkan: Exclusive fullscreen is only a thing on windows
Vulkan: Pretty sure this compilation step in renderdevicevulkan goes unused now, checking once game boots again
Add dxc & dxcompiler from Vulkan build, organize this all in win64/osxarm64
Add MoltenVK directly
Vulkan adjustments for metal platform, OpenGL is nevermore on OSX
Updated icons for cinematic gestures (for preview in wheel)
fix room generation collection changed error
move stuff to pathfinding class
Add a fork of CliWrap here that adds a way to access the Process instance to set affinity
Automatically set server process affinity when running on a CPU with split 3D v-cache
Increase timeout for running rcon commands from 10s to 30s
Fixed inputs not set to 0 when dismounting
Added some debug to visualize forces
wee impulse forward when jumping
+ some tweaks
Mach Dxcompiler binary not really compatible, might be tricky to use microsoft's dxc without dxil, a task for another day
Add hlsl_shader_compiler_stub
platform_compile_base had this seemingly unused GUID identifier that was causing conflicts in both lzma and dxc winadapter
Get WinAdapter working for Dxc
Remove some dead code that cause issues on clang, particles were all using wrong function signature, are these dead code too?
Refactor stuff to work on linux/mac, mostly platform typos
Shader compilation only on windows right now, dxc should support other platforms, add Mac version of dxcompiler lib anyway
Only subscribe to edits at detail level < 3
Basic leaderboard + reset button
Restore minimal scene
Improve death effect
Gizmo icon
Spikes
Added footstep events/sounds, player jump/land sound, ambience, and dsp filter
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
Added road/tarmac tiled cube prefabs
Fix TilesetResource not hotloading when adding/removing tiles
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
Fixed material changes on cube_glowing_cool + _warm prefabs
Remove old un-needed code
Hopefully fix issue with items spawning overlapped
Fix massive bullet shadows appearing for a frame on connected clients
Only spawn rooms on network once finalized instead of after each attempt
Toggle pathfinding overlay with a ConVar (defaults to false)
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms
NEON: MaxComponent doesn't exist, use Vector::LargestComponent()
[DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs
Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct
Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard
Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager
Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL
Clang doesn't like conditionals for this, make if else explicit wtf
Player can die
Handle respawning with chain better, respawn checkpoint
show player grid pos
show pathfinding debug
Increased Y inertia tensor to fix the residual rotation caused by gravity
Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Fixed DrawOverlay not running clientside
Attempt fix filesystem threadpool again
Fixed crashes to do with NPC:TaskFail
Apply vprof changes from x86-64 to do with ThreadId_t
Fixed DrawOverlay not running clientside
Cupertino: Update VPC binary for OSX
Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide)
Linux: Define EXPLICIT macro for all compilers
Linux: Make sure the `schemacompiler` is executable (because it wasn't)
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
Update windows build scripts to have proper titles
Builds 32-bit version using v142 tools as well
And also build LuaJIT with specific toolset
Fixed crashes to do with NPC:TaskFail
Potentially fixed Linux SRCDS async file IO
Potentially fix vprof on Linux SRCDS
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib
Cupertino: Target OSX 15.0
Cupertino/Penguin: Link SDL against tier0 too
Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
add support for multiple seasons, old legacy maps, legacy season, ui tweaks
Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them