193,115 Commits over 4,049 Days - 1.99cph!
Hoppers ignore backpacks (temporary fix, will get this working later)
base rig fbx, placeholder anims, animator, prefabs
Merge from menu_friends_list
Fixed warnings not having their ~special~ color in srcds console
Experimental 24 bit color in DS console, probably with Linux support
- Swarm now checks its targets to make sure they are viable throughout the whole attack
- Greatly optimised target selection and processing
- Seperate out think and do
Added support for %CompileNoShadows (VBSP)
Include Episode 1 barney model as override
It appears to have all the animations from base Half-Life 2.
Added "owner" argument to SWEP:OnDrop
Added shader name to "failed to create shader"
Fixed crash with net_showmsg
Fixed hoverball's toggle key not functioning
Localization for built-in undo actions
Potentially breaking change: Internal undo names changed!
Also fixes undo text being processed twice for certain undo actions
Adds localization for entities spawned by Sandbox tools (names)
Fixed Windows SRCDS not having color output
Added `hostile` keyvalue to npc_citizen
Will be treated as a combine. Useful for NPC reskins to not have combine noises. Or just for fun.
- Make the swarm damage you
- Setup realmed removed
Abyss pack and page header rework
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
Added super crappy swarm particle effects (testing)
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
Food visual color tinting support via property block.
Improved stop distance check
Fix frontiersman pack not showing page
Refactored some FoodViewModel visual config code so I can use it for the world and 3p models going forwards.
WIP tint code.
Swarm goes for eye height rather than body
- Fixed swarm base not animating correctly
- Removed excess logs
Update: ServerProfiler - emit fake "Allocation" threads and duplicate allocation marks there
- Also updated the whole buffer estimation to take into account these metadata marks
- Added support for naming and sorting thread tracks
Well, they do appear, but the thread_sort_index is ignored by perfetto(see https://github.com/google/perfetto/issues/555). Might finally bite the bullet and write a protobuf exporter, but afraid that it'll be more expensive to run and won't compress as well.
Tests: exported a snapshot from editor
▍▌▇▉▋ ▆▆▍▆ ▅▅▌▇▋▌_▍██▄▉▅▇▇▍_▉▆▆▇▌
Got basic steering behaviour compiling
▌▆▍▅▋: █▇▍▄█▊▆▄▊ █▋▊▆▍▋▌ ▌▄▆ ▇▍▉▅▆ ▊▇▍█ ▅▊▅ ▋▊▍▆▉▄ ▅▄▉▅▊ ▆▍▋▍▇▊ ▅▊▄▆ ▊▋-▌▍▆▋▇▄▋▋▌▄▇ ▍▍▆▋▆▌▊▄▊ ▆▇▆▅▉▊ ▍▇▆ ▉▉▍▄▌▅▇▇▇▋
Birdhouse Model, Prefab, deployable setup
- ▋█▋ ▌▄▆▊▍▆_▅▆▉▌▉▆▍▄▉_▌█▄▇▄▅▋▅ ▇█▉▌▄▇▄ ▄▉ ▌▌▉▍▌ ▍▇▊▇█▌▊ ▅▇▍▆▊▆▍ ███▉▄▍▌ ▆▇█ ▄▍▉▌▄▇▅ ▉▉▍█▋
- ▊▊▋▍▉ ▆▄▊▉█ ▄▄ ▉▅█▆█▍▍▊▍▆
- ▆▉▇▋▅▍▋ ▋▄▆ █▋▋▋▌ ▅█ ▊▆▊ ▍▊▌█▇▍▍▍▄▊ ▍▋▋█ █▅▉▋▄▄ ▍▌ ▇▌▊ ▌▇▊▇ ▇▉▇█▇▆ ▉▋▍█ ▅▄▋ ▊█▇▊▄▇
fix cloud shadow map with new ground radius
fixed mount preview players not drawing legs in most cases
- re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway
- also added toggle for mount position/eyeposition handles on vehicles
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
turned wind off on HandcarFunc mat
Can now name electrical branches.
Swarm:
- Better targetting system
- Stop threshold
- Steering behaviour
merge from jungle foliage
extra strangler fig tree types to accomodate corners of buildings
Update: ServerProfiler - enable safety checks by default
- Also prefixed error logs to make it easy to identify where it came from
Tests: did 6 exports in editor, no false-positives
Adding updated chicken animations
Third person animations for peace, love heart and camera frame gestures.
Bugfix: ServerProfiler - don't emit thread tracks with only allocations in them
- Handle "legal" case where we don't have any method marks on worker threads after frame start timestamp
- Handle "legal" case where we get a thread profile for a thread that was stopped before the frame start
- Handle "legal" case where we get empty thread profiles due to method filtering
- Dead func removal
This can be a controversial choice, as allocations do happen there, but it's not something we can interact with because there's not enough helpful information about them(for example, what if we filter out entire thread methods?).
Tests: did 4 exports, wasn't able to find weird allocation records on different threads.
Subtract
113075 (branch name) for now until I get chance to fix an issue.
merge from connect_language -> hackweek_modding_improvements
Include language in `GiveUserInformation` so loading messages can be adjusted (instead of having to wait for ClientReady)
merge from ddraw_perms -> hackweek_modding_requests
Allow ddraw to work if you are client admin OR if it's the server sending the commands
- avoids modded servers having to mess with admin flags
merge from can_throw -> hackweek_modding_improvements