142,473 Commits over 4,383 Days - 1.35cph!
updated tier 2 upgrade placement positions
also added a shelf to the tier2 workbench so it can more closely match the concept
custom editor for attachments to help joint config
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Update: ensure projectile stable indices are packed
This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level
Tests: unit tests + shot around player with 2 clients connected
Made the LODBakerTest script compatible with the new Bake functions arguments
Update default spawnlists a little
* Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently
Fixed Player:Lock and server spawns causing drowning noise
FGD cleanups
* Remove fireballsprite from env_explosion (never did anything)
* Remove coldworld and xbox specific fields from worldspawn
* Remove WaveHeight from func_water_analog
* Remove SetLocatorTargetEntity from player_proxy entity
* Turn some number fields/inputs from strings to floats
Fixed crash due to recent physgun beam changes
Show end of the URL in HTML panel messages
updted upgrade placements for engineer and workbench tier 1
M39
- Deleted duplicate overrride controller
- Hooked up aim firing anim correctly
Fixed crash due to recent physgun beam changes
Show end of the URL in HTML panel messages
deleted duplicate 3p spas anims
moved l96 holdtype to correct folder
Cherry Picked from
130098 (Removing LOD Baker debug code)
Cherry Picked from
130097 (Multiple source mesh support within the LOD Baker script)
merge mortar_prototype to main
Remove previousLegAnimatorState tracking, apparently I added that for nothing
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Removed hull_corner prefabs, unused
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merge mortar_prototype to main
Fix cooking tests failing
Improve the existing ones, add a note to expand in the future
Clean: cache span from ActiveTriggers.Objects
Tests: none, trivial change
main -> vendingmachine_ui_refresh
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removed uneeded anims events from some 3p anims
Merge: from terrainkick_nre_fix
- Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray
Tests: kicked self through clipping in terrain - no NREs
industrial electric furnace
- gibs
- corpse model
- updated prefabs
- ran manifest
Optim: Avoid double indirection when looking up active triggers
- enabled by use of invalidating RemoveAtSwapback
TriggerParent.StableIndex is only const during a frame, it now can change between frames
Tests: built a 3-piece boat with a ladder, jumped around it
Updated player update animation import preset
exported edited 3p swimming anims
Test placement for accelerate. item setup.
merge from automated_testing
Added category selection to the test runner window
Fixing prisoner hood skinning and missing LODs
Pool table animation clips - loop and prop pass
engineer table stripped - updated
merge from automated_testing
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability
All entities were spawned at 0,0,0 together and groundwatch was killing them
Now setting server.stability to false in setup
Updated some old client tests to use scoped convars
SetUp and TearDown can now fail the test is they throw
They run using ExecuteTestInternal like the tests
Test runner window now supports repeated tests