192,809 Commits over 4,049 Days - 1.98cph!
Visualise the trigger range of:
Autoturret
Flame Turret
Shotgun Trap
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times
Not 100% sure it's the correct way, but I think it works for now.
Tests: played back new staging demo 3 times
reduce the alpha on the zone material
Merge from creative_alwayson
Fixed issues with HBHF sensor visualisation
fixed a spot where you could get stuck at satellite dish
Updated Construction and Weapon desc based on feedback, also fixed some grammar/typo errors
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Fixed missing $bottommaterial material causing massive FPS loss
It was trying to load the material every frame while underwater.
Also fix potential NPE crash with water textures/materials.
Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc)
Added mp_weaponrespawn
Moved some functionality tied to mp_weaponstay in recent change to a new convar.
This is meant to affect HL2DM maps
Added `Ignore Solid` for point_spotlight in FGD
Updated TTT
Fixed unintentional global variable
Updated localization files
Fixed a crash in trace code that could happen after a changelevel
Added support for tesla coil
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Change fogmachine and snow machine checks to work the same as everything else
Added support for igniter
Added HBHF sensor range visualisation
Tests: replace Assert.AreEqual with Assert.IsTrue
- Brings TickIntrpolatorCache test from 30s+ down to 6s
Turns out AreEqual is slow and inflates the test times by quite a bit.
Tests: ran unit test
Plugged existing AO texture into all variants of Snow Jacket
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Double Barrel Shotgun - Added Sights material to the skinnable list, making it avaliabe for creators. Also increased Sights textures resolution from 256 to 512.
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Updated TV collision and fixed emissive materials
Optim: TickInterpolatorCache reduce number of segments being copied when growing
Unit test is still slow, need to dig a bit more
Tests: ran unit tests
Added new baked AO to all variants of vagabond jacket
Updated First Aid Cabinet Collider
Updated Wall Mounted Coat Hanger Collider
Added pump arm to sprayer entity, removed it from backpack model
Add a menu option to turn on/off drawing range volumes
- Fix croc attacks reaching too far
- Update AI distance checks to take into account the target player speed + our root motion to predict the position at impact
- Remove distance cache, adds complexity and bug potential for too minor of a perf gain
- Add inferedSpeed and inferedVelocity fields to basePlayer, less accurate than estimatedSpeed but more stable
Merge: from parallel_validatemove
- more debug to track down null baseplayer
Tests: local editor SERVER+CLIENT session
merge from softcore_update
merge from softcore_update/deployable_corpse
When creating gibs, only care about max gibs limit when we are in playmode
So you can still use Create gibs in scene with maxgibs set to -1
temportat DBS rebuild commit
Clean: fixing whitespace issues after auto-merge
Tests: none, trivial changes
Merge: from main
Tests: none, no conflicts
Condenser tank Collision update
Debug: sprinkling additional validation checks in ServerUpdateParallel
Trying to narrow down at which point this null sneaks in
Tests: none, trivial change
Old Tvs tweaks to prefabs and texture import options
Boomerang -> jungle_update
- Setup script to allow trails (or any child) to null out rotation on a specific axis
- Stopped Boomerang trail from following the x axis
RepositionOnGroundMissing now tries to run the Socket_Base placement rules (if any), instead of using the hit normal
Fixes some issue with angle check socket mods when repositionning falling corpses
coat hanger and wall mounted coat hanger - lod distances tweaks, layers
River source improvements
Detect water hits - handle it like the other projectiles
old radio material missed.. project save thanks Unity
old radio prop - converted prefab to use Meshlod, fixed material type bugging, tweaked lod distances
Horse Costume 4K textures