193,462 Commits over 4,079 Days - 1.98cph!
YOLO commit. Around 960 ~ prefabs and meta files
Fix mini crossbow backpack offset again
Fixed vehicles being able to use horse poop (or any item) as fuel
- Fixed screwed bone names messing with the middle door of the siege tower (causing client and server states to be messed up)
- Fixed middle siege tower door using the wrong sounds
Fixed a bug I introduced on doors
mini crossbow viewmodel - set up idle/ads idle states in animator
Fixed Door OnObjects throwing NRE if entityContents is null
Rotate player when rotating the static ballista
Fix compile error on linux
Update GHA script
Update x86-64 script too
Update: ServerDemoPlayer - Only maintain entities from demo stream
- Destroys any entities that server decides to create, if they were not part of demo stream
- Reserve a 100k network IDs when playing a demo to avoid ID clashes
- Refactored message logging when playing back demos
Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further.
Tests: played back 4 separate Craggy demos - all played back properly.
VRAD: Only show "Warning! Invalid model version" with verbose flag
Also expand the warning to show the versions
Fixed crash when ents.CreateClientProp is given an empty string
Do not complain if gmod_uncache_test doesn't exist (srcds)
Change Hitbox 7 color from white to orange
Fixed NPC icons in spawnmenu search not having default weapons set
COLOR:SetUnpacked type checks its inputs
Remove IMaterial:GetColor override hack as it is no longer needed
Improve type errors thrown from Lua
Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level.
Remove RegisterMetaTable and vgui.GetAll polyfill hacks
Hammer: Update Lighting Origin to mention info_target, not info_lighting
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls
Added an ever increasing counter to poster file names
Updated C_RPG.MDL to use correct muzzle flash event
This fixes a warning that would print when the RPG is fired
Allow closecaptions in multiplayer with the cvar set to 1
This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
Added `viewid` to render.GetViewSetup
Fixed a server crash exploit to do with malicious packets
Added "DoImpactEffect" for `ai` and `nextbot` SENTs
Added model scale preview to Hammer
Fixed a typo in hl2 fgd
Update Portal turret relationships to certain NPCs
Antlions fear them now, and it hates combine hunters and gunships
Fixed Portal Rocket Turrent not updating its facing angles when no target
game.CleanUpMap deletes C_Hairball
Merge Pull Requests
* Fix indentation of the gamemode list items
* make file.Write and file.Append return success of file.Open used internally
Fixed bone manipulations being changed on level transition
Fixed camera entity losing its keybinds on level transition
Fix merge errors
Support disabling FoliageGrid refresh.
Disable FoliageGrid refreshing during preset changes, manually refresh once settings are all applied, reduces calls from 2 to 1.
Split manual LODGrid and FoliageGrid refresh calls over two seperate frames when changing presets.
client doesn't assume player ragdoll is always lethal
don't let player mount a ragdolled horse
Setup virtual pre/post apply functions.
Override for TweakGraphicsPresetsUI and toggle LODgrid refreshing there instead.
Cherry-pick marking DamageTracker `public`
Mark DamageTracker `public` (third attempt 😤 )
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
Fixes, can mount static ballista
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
Mark DamageTracker `public` (again 🙄)
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
Mark DamageTracker `public`
Added static ballista deployable, without the wheeled base (wip)
Renamed ballista vehicle to "Mounted Ballista"
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
FastDebugDraw WIP with fucking new files
Correct tiger push direction
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
Battering ram back door effects
Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed
A visual wheel can't hit its owner colliders
- Ballista Mount blockout
Catapult ammo stacks to 4
Catapult explosive ammo damage reduction - back to 4 hits to break stone walls
Catapult explosive ammo cost reduction
Subject to change pending further testing
exported updated tiger tree test anims