140,096 Commits over 4,352 Days - 1.34cph!
Switch entity thinking to doubles
* CBaseEntity.ThinkSet, SetNextThink, GetNextThink, GetLastThink, SetLastThink
Switch HUD animations to double curtime
Switch suit chargers to doubles
Switch ENT:ExpressionFinished to use doubles for timing
Fixed NPC turning overshooting
CAI_Component.GetLastThink float to double
Hopefully stop everything breaking in primitive mode
merge from new_console-ui
Fixed gamemode restricted items not showing up as red in the item tab
Preserve unitask from IL2CPP stripping
generate_commands_2 -> main
Tech tree is now centered instead of always sticking to the top left when scrolling
Fix the handful of compile errors we got. Tiny considering we generated such a large amount of descriptions
Add descriptions to the rest of the scripts in the codebase. Totals around 1,525 generated clientvar/servervar descriptions
merge from waterwheel_deployable
Add check for waterflow being blocked by buildings/deployables/etc...
All ConsoleCommands/ convars now have generated descriptions
industrial floorpaper exploration - setup, wip textures, icons, skin assets, engine file update
New clean batch of convar descriptions.
Came up with a better prompt which seems to be giving much better outputs
Probably fixed CEF not loading in some super weird scenarios
By setting PATH a bit sooner in the launcher DLL
Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn
Remove some unused fields from HL2MP gamerules
Added Black Mesa as mountable game
* Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU
Slightly improve error handling for saving JPG/PNG files
Scene backup & related files.
Fix missing text on leave clan button
Fix a bunch of edge cases with autocomplete, previews of autocomplete and when to accept/decline
Tab and left shift + tab will navigate everything up and down as well as the arrow keys
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Merge from tunnel_netgroup_fix_merge
Subtract
146072 + merge from tunnet_netgroup_fix
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Rerun s2p on launch site to modify the usual heightmap texture instead
- Always show convar descriptions (dont need to highlight them)
- Hide description if we have none
Industrial Shelves;
- shallow wall industrial shelf, greybox model created.
- initial setup of salvaged industrial shelves.
- items created, prefabs created, icon created.
- ran manifest & localization.
Modify the heightmap texture directly instead of making a copy in s2p
Clamp the delay convar to a sane range, fix delay happening after the last unlock
exported latest m16a2 viewmodel animations and changed the prefab scale to 7.5
Switch to nicer UnlockPunch animation using that is now correctly centered on the widgets
Switch animation sequence to use a coroutine instead of invokes
Merge: from spectate_stay_after_dc
- Update: spectating players now always stay on a disconnected player's sleeper instead of searching for new target
Tests: spectated 2nd player, 2nd disconnected, spectator stayed
Update: when player disconnects don't try to find a new target for spectators, just let them hoves in 3p
Tests: spectated a player that disconnected, stayed on it's sleeper
Fix compile error from heightmaps
Merge from chainsaw_hotspot_gathering
Chainsaw now gathers wood from trees as if it is always hitting the ❌ spot
The ❌ has been removed from trees if hitting it with a chainsaw. Subject to change based on feedback
committing test multichain setup for reference
Added Toms CAML textures and materials
added support to BC for branching chains
- rotation is a little iffy, but behaves itself enough to not warrant adding extra constraint control against each child
merge from new_console-ui
Make all queries check if they are in an independant navmesh volume before querying the main navmesh