135,519 Commits over 4,293 Days - 1.32cph!
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
merge from artist_pack_dlc
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
merge from artist_pack_dlc
Paintable Reactive Target - Updated shaders again, still no paint showing
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for an edge case of moving players during load of a save
Tests: ran unit tests
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group
- added a unit test to stress this scenario
Seems like a weird edge case, but it means we gotta work around it
Tests: ran unit tests
paintable reactive target health and protection fix, now matches existing reactive target
Paintball FX files
Work scene backup
Added some prevent building cols to the lightup frames for consistency
Fixed deploy guide on the XL variant
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Fixed all scrap frames deploy volumes and missing prevent building collider
Also fixed the XL and XXL variant prefabs using themselves as deploy guides
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
Fixed all ornate frames deploy volumes and missing prevent building collider
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
Fixed all artist canvases deploy volumes and missing prevent building collider
Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
Reserialize_Prefabs_2 -> main
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
Reserialize Prefabs - 15k file changes. improve build times
Day 2, Attempt 201 uploading, fuck plastic
Sometimes errors are unknown because fuck plastic
Sometimes errors are unsupported because fuck plastic
maybe it'll work this time
NOPE
Again?
No
Day 3, reattmpting
is the meaning of life pressing check in over and over again?
insanity is doing the same thing over and over again and expecting different results, yet here I am
I'm going look like a idiot once this finally works
I'm going put something heavy on my enter key so it keeps retrying
what the heck is method 190
This is peak games development
Lets try parts again - Part 1
Updating the shadow cascade splits when the shadow preset convar is set
More old menu deleted prefabs
Stop NPC_Citizen lobbing healthkits and NPCs
Fix NPCs being unable to pickup constrained weapons
* Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a
Add Combine Shotgunner Playermodel texture with colorable eyes
Update Odessa playermodel
* Consistent phong usage on face material (consistent with citizens)
* Fixed mouth faceposing
Dynamite no longer uses timer.Simple, and clamps delay to 3600
Apply some checks for a potential crash issue
* Would crash with a message instead of silently
Limit Material() in menu state
Fixed Lua error counts in Problems panel being covered up by Copy btn
Fix killfeed showing neutral/fearful NPCs as friendly
* When killed by the player specifically
Resolve self-crash with File:Read
Add fallback material for sprites/flare6 (env_funnel)
Add 2koth_ and cppl_ maps to TF2 category
Replace coreball.mdl with one with simpler physics model
Merged Pull Requests
* Fixed start/stopsound for some entities in Hammer having invalid default values
* Localize "password" placeholder in server browser
Some potential crash fixes