202,563 Commits over 4,171 Days - 2.02cph!
- Move recast code to the rust native project
- Rust native local DLL build to test
Beanbag Seat - Added 4K textures and materials for media
split collider data SO out into its own file
better default params and fixed it not actually using the target MeshFilter it's given
More set dressing floating walkways and docks WIP
adjust shore epsilon for terrain-water check
Fixed StudioMDL crashes due to $maxverts
Ceiling fluorescent light is now a redirect skin of the ceiling light
Power consumption upped to 2
Affects growables
Make ClientsideModel able to be hit by clientside only traces
* When using physics. Collision bounds must be set manually if model changes.
Merged Pull Requests
* TTT: Updated Turkish localization (Community Contribution)
* Main menu: Make check box labels clickable (Community Contribution)
* TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution)
Remove extra newlines from "##### CTexture couldn't find" warning
* The warning is Linux only
Added 2 new optional args to mesh.TexCoord
* mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional.
Fixed edict exhaustion prevention affecting nextbot players
Fixed some usages of HL2_DLL clientside
* TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server
Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error)
* mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before.
* Prevents game hang, hopefully without side effects
Fixed a crash with clientside ropes on props
Basic implementation of clientside ragdoll gibs
Prevent crash to do with CSpatialPartition invalid handles
Prevent "bone write access" warnings with ClientsideRagdoll()
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
Fixed server crashes to do with Gonarch NPC
Restore default FindUseEntity behavior
Fixed CBaseFileSystem::ReadLine not working for workshop files
Minor VPK support changes from CS:GO
Fixed addon dependencies not showing due to regressive Pull Request
Change ents.CreateClientRope slack param to work better
Make ents.CreateClientRope despawn if any of its entities are removed
Fixed Lua errors with DProperty_VectorColor when deleting editable entity
Allow to give ents.CreateClientRope local vectors instead of attachment IDs
FIlesystem cleanups
Improved invalid model detection
Improve folder search inside VPK files
Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
64bit compile fixes
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Remove non threadsafe timeWarning from multithreaded part
Beanbag Seat - Updated textures with colour changes and added fuzz shader
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merge from decor_lighting_dlc
ContainerIOEntity now has a isLockable field
Made the wall cabinet lockable
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positioned lock empty in wall cabinet
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
package modifications
- built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters
- made lib editor only
- compatibility changes for new version
- removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
gunshot_network_range_improvements -> main
- Import UniTask
- Run navmesh generation on a background thread
- Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
fix for double audio trigger bug
Ensure the AK variants have the same sound range as the base ak
Floating city scene cleanup
Medical bay progress
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
Floating walkways set dressing WIP
Improvised walkway roof corner pieces for medical bay tent
Set shadowcasting on tarps to 2 sided
moved mannequin body part prefabs to their own folder so theyre easier to find
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Staging wipe
network++
save++
added CoACD package locally to allow modification
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Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
Merge: from benchmark_demo_clean
- Clean: removal of dead functionality for demo benchmarks (not supporting it)
Tests: compiled in editor
Clean: remove expired editor-only upload endpoint
Tests: none, trivial change
Clean: remove full-server-demo benchmark demo uploading
FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code.
Tests: compiles in editor
Instanced terrain cell renderer setup