145,191 Commits over 4,413 Days - 1.37cph!
Fix L4D2 navmesh loading
Fixed pointless compile warning
Replace loading dialog .res files with a single file
* No need to have 3 different files that have the same layout, just have the one.
Loading screen progress tweaks
* Show WorkshopDL text in two lines
* Loading screen dialog automatically extends itself to fit 2 lines of text when needed
* Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL
Add 5th optional argument to Entity:Dissolve - delay
* It's a weird delay though, it still makes some particles until the start time, maybe could be interesting
Placeholder fields in mstudiobbox_t
Added 2 new STUDIO_ enums
* STUDIO_SKIP_FLEXES
* STUDIO_SKIP_DECALS
Generate correct default config for 64bit Hammer
Fix cl_showents crashing on SRCDS
Minor shadercompile.exe files from x86-64
Convert double vanity prop in bathroom
Redo swapping some of props -> entities in small, medium & large apartment
Fix double vanity entity prop positions
merge from PlayerRigUpdate2/inventorypreview_improvements
merge from PlayerRigUpdate2
Added post processes to the inventory player preview, uses the same profiles as the maincamera
updated override controller
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
merge from industrial_dlc (and bowless_crossbow)
Fixed BatteringRam.DamageEntities NRE
merge from bowless_crossbow
Fixed torch fire effect texture compression artifacts
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace
Also fixed the IO sub entity being respawned over and over when reskinned
medium apartment lod fixes
cobwebs
cockroaches
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Extended legs a bit further up in pants.shorts so transparent skins work
merge rust_relay_server -> main
merge main -> rust_relay_server
Ensure FakePlayer at net startup and server occlusion tweak
merge from main -> apartment_complex_monument
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
fix water wheel water loop sound class (can occlude now)
Tweaking industrial torch burst cloth settings
deploy timing changes on cowbell, flute and trumpet
Set MouseDelta LegacyScale to 0.1 on macos
merge from workshop_emission_fix_again
workshop emission fix:
when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Setup colour changing with spraycan on industrial shelves
set fake player to default to false
Adding burst cloth material for industrial torch
MP5 deploy animation timing update
Adding burst cloth to industrial torch viewmodel setup
Blowpipe reload animation update
- Setup cleaner and more reliable reset flow
- Fix loaded server authoritative position from stomping a predicted position (again)
- Add 'include walls' to the raycast options
- Codegen
- Ensure pool table syncs state after each ball pocketing
- Line renderer stops when it intersects with a wall or ball in the pool physics engine
- Stop jumping into the air when you dismount after a shot
Ripped carpet decals for interior
fix BBQ workshop prefab being closed when publishing
Updated player unarmed idle
Optim: SplitQuotesStrings - use pooled list internally
- also gave it a small clean, as it was a bit horrendous looking code
Saves us 3 allocs - down to 6 allocs, 0.25KB per call
Tests: unit tests
merge from industrial_dlc
more terrain height polish and splat painting
pushed set dressing density around the streets and secondary buildings
merge rust_relay_server -> main