127,725 Commits over 4,201 Days - 1.27cph!

1 Year Ago
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day repainted the topologies for ocean/oceanside/monument in it
1 Year Ago
merge from main
1 Year Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
1 Year Ago
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
1 Year Ago
exported wolf run attack shorter anim and edited wolf prowl anim
1 Year Ago
Fixed DropEntityIfHeld affecting all players holding anything Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work Also now affects Physics Gun, for consistency with other such functions. it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it. Fixed Close Caption HUD being disabled by sethudvisibility input Update .gitignore Fix MatSelect erroring on select if not given a convar Added MatSelect.OnSelect and OnRightClick Improvements to PropSelect to match MatSelect Implement Panel:Clear Added OnSelect hook Added OnRightClick hook Fixed errors when not given a convar Added FindModelByValue Added SelectModel Fixed Lua errors when loading a save that had tools that no longer exist Pull Request: game icons in game list in main menu Updated HL1MP icon to match its Steam icon Display the command that is not bound in Hints, when no key is bound for it Pull Request: "SAM" support for TTT bans Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models Particle system changes Added: Set child control points from particle positions - set orientation Set control points from particle positions Set per child control point from particle position Remap Distance Between Two Control Points to Scalar - output is scalar of current value Remap Distance Between Two Control Points to CP Remap Percentage Between Two Control Points to Scalar Remap Percentage Between Two Control Points to Vector Set Control Point To Player - Use Eye Orientation Set CP Offset to CP Percentage Between Two Control Points Cull when crossing sphere Fix some compile warnings (Hammer) Ported even more particle operators from CS:GO C_OP_SetControlPointToImpactPoint C_OP_RemapSpeed C_OP_RemapCPtoVector C_OP_RemapBoundingVolumetoCP C_OP_RemapVelocityToVector C_OP_RemapCPVelocityToVector C_OP_RemapAverageScalarValuetoCP C_OP_RampScalarLinear C_OP_RampScalarSpline C_OP_RampScalarSplineSimple C_OP_RampScalarLinearSimple C_OP_NormalLock C_OP_SetControlPointRotation C_OP_SetCPOrientationToDirection C_OP_LerpVector C_OP_LerpScalar More csgo particle operators C_OP_RemapControlPointDirectionToVector C_OP_NormalizeVector C_OP_RotateVector C_OP_ClampScalar C_OP_ClampVector C_OP_InheritFromParentParticles New CS:GO particle initializers C_INIT_OffsetVectorToVector C_INIT_RemapSpeedToScalar C_INIT_NormalAlignToCP C_INIT_NormalOffset C_INIT_SequenceFromCP C_INIT_InheritFromParentParticles C_INIT_RemapInitialDirectionToCPToVector C_INIT_RemapInitialCPDirectionToRotation implement particlefield_rotation selector for PET
1 Year Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
1 Year Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
1 Year Ago
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
1 Year Ago
more shield texture updates.
1 Year Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
1 Year Ago
-Shield texture updates -LODs + settings
1 Year Ago
Restore some more HL2-specific gamerules behaviors sk_plr_health_drop_time sk_plr_grenade_drop_time sv_robust_explosions Entities that block radius damage, don't block it on themselves Do not hide servers with OOB data, clamp the data Do not hide the server from master server if sv_lan is 1 This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression. Mention `hide_server` convar in sv_lan's description. Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
1 Year Ago
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
1 Year Ago
merge from world_update_2
1 Year Ago
Prevent harbors and ferry terminal from spawning on top of rivers
1 Year Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
1 Year Ago
Make flame thrower and fire arrow more reliably scare wolves
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
1 Year Ago
Wood Pile: Balancing changes Increased size of grass displacement map
1 Year Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
1 Year Ago
merge from terrain-smoothness
1 Year Ago
▌█▆▆▍▌
1 Year Ago
merge from world_update_2
1 Year Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
1 Year Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
1 Year Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
1 Year Ago
▋▋▄ ▍▅▊▇▅▍█▋▉▍ ▍▄ ▊▌▅▆▌▄, ▌▆▆▅ █▄▉▋ ▄▆█▄▄█ ▅▍██ ▌▉█▋▆▊▄▍
1 Year Ago
added condition to normal swimming->standing transition to not be mounted
1 Year Ago
If a wolf is stuck while roaming, kill it to save perf
1 Year Ago
merge from ocean-lightcolor-override
1 Year Ago
▅▆▉▌ ▍▆▅▊ ▇▊ ▅▊█▇▉▉ ▋▄▅▍▇ ▊█▉▊▆▋ █▇▍▇, ▅▍▍▋▍▌ ▄▉▄▋▄▍ ▊▍▊▆▄▉▄▍▋▊▅ ▇█▌▄ ▅▋█ ▊▇▇▆▍▋
1 Year Ago
mrege from world_update_2
1 Year Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
1 Year Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
1 Year Ago
merge from frontier_hatchet
1 Year Ago
merge from BlunderBuster
1 Year Ago
merge from world_update_2/Halloween_2024
1 Year Ago
Merge from divesite-foliage-displace
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Merge from world_update_2
1 Year Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
▋▉▇█▋ ▆▍▊▇ ▋▇▆█_▄▇▉▄▄▋▋▆▋▋▍
1 Year Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
1 Year Ago
Merge from manpad_fix
1 Year Ago
Fixed custom vertex streams on manpad fx
1 Year Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
1 Year Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest