137,139 Commits over 4,324 Days - 1.32cph!
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Fix leaks with CProceduralTexturePanel
* This fixes color picker preview in particle editor breaking after a few uses
Move CUtlVector::GrowVector error to memory grow functions
Fixed single character folders not working for textures on Linux
* This should fix missing textures on surf_quickie.bsp on Linux. Possibly other maps as well.
Minor cleanups
Fixed Global.EmitSound not firing EntityEmitSound
▍▍█▆▍▍▉ ▄█▊ ▌▅▅▉▍▍▇ ▇▊▅▊▆▍▇▉▍▋▌▌█ ▆▊ ▆▋▌ ▌▋▊▄▊ ▋█▍▅ █▅▇▅▌▌ ▅▉▅▇ ▇▊▍▄▊▄▅▋▅▄ ▇▆▍ █▋▅▅▋▇ ▄ █▆▆ ▌▌█▊▊▍▍▆▋█▌▇▅▌▋▍▄█▄▆▍▋▆▅▌█▋▋ █▅▅▍▅▇ ▄▆▅▇ █▋▅▋▉▋ ▄▄ ▉▆█▋▇▉ █ ▍▇▅▊▆▋▆▆▆▌▊▆ ▌ ▆▌▋▉▋▊▍▆ ▄▆▅█▄▌▌█▆▊▋▊▉▅▄▍▊▍▊▆▉▌▍▍▉▆▌▊▉▍▄▋▉▅▌▄▍▅▆▍▇▌▍▅▌▊▇ ▄▌▋▍▌▄▋▋▆▇ ▅▍▌▄▅▍▇▊▄▄ ▇▇ ▍ ▄█▊▊▍▊▌▋▅▍▌▋▌ ▋▄▅ ▋▌▇▊ ▋▋▆▇▍▅▍▊ ▉▌▉▍▋▌▋ █▅ ▇▋▄▇ ▉▄▍▄▆▇▅▇ █▆▆▍▊▅▆▆ ▇▋ ▌▋▆▆ ▆▇▌▄▄▍▉▄█▄ ▆▇▆▊▆▇
updated the anim clips of the door closer
Added dot matrix screen item, can display any string sent by a computer
Planning to add a config panel to set the text and colors manually too
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE
Fix potential crash issues with dropship
Prevent `trace` concommand erroring with dropships
Implement $pointsamplemagfilter
Lets try static client scratch buffer
Added support for V12 static prop lump (MC:V)
Remove r_maxdlights convar
* it's already at its max value
Implement empty idle for pistol
Scale lightmap pages to current map's needs
Try to fix Linux compile error
Apply lightmap with lightstyles fix from CS:GO
* Seems to help a little on MC:V maps
Minor cleanups
Make game.GetMapVersion also return the BSP version
Apply a tiny fix for dynamic lights (Light tool) for bumped lightmaps
* This is the difference: https://files.facepunch.com/rubat/2026/February06-2318-JoyousQueenslandgrouper.mp4
Minor changes from CS:GO to do with float bumped lightmaps
Apply same limitations of render.CapturePixels to render.Capture
* Allow render.Capture on rendertargets
Various tundra/arctic biome edits and experiments.
Fixed all 3 NREs, finally have both UI panels appearing at once and only one of them is in the wrong position
Fixed print node only printing floats
Different styling for exec connection lines
New items supporting data chips:
Batteries
- isCharging
- chargeTimeLeft
- capacity (0-1)
- activeUsage
- powerIn
Door controller
- doorHealth
- doorOpen
Electric furnace
- isPowered
- isSmelting
various pot plants and pot colour variants
Data IO wires can parent to doors
▍ ▄▊▌▅ █▌ ▍▍▇█▋▍ ▊▅█▌▅█▅ ▋█ ▉▍▆▊▍▉ ▋▍ ▄▄▉▊█▌▇ ▊█▊ ▍▅▋▅▆ ▇▇█▉ ▄▄▊▆█▉██▊ ▉█ ▉▆▆▍ ▇█▆ ▆▆▆▅ ▆▊ ▌▅▉▊█▊▍▇█ ▄▊▍▇▌▄▄ ▄█▊▄ ▄▅▊▍▌▋▌▄ ▄▆ ▇▍▌▄█▆▍▋▄▍▊▅▄▆▉▄▄▉▅ ▆▅ ▌ █▅▉▊█ ▊▌▊▌▌▆▆
▆ ▍▋▇▍▇ ▊█▅▋▆▇▄▄▆▅ ▍▋ ▆█▌▋▇▉▉▅▍▆▋ ▇█ ▅▋█▄▉ ▉▌ ▆▊▉▆ ▋▇ ▊▅▍▇▌▅▆
InvokeMethod and GetData nodes now have dropdowns to select the connected device and method/field
layout and set dressing work on the apartment front yard continued
▄▊▅▊▇▇ ▅█▅▌ █▄▉▌▊▅▉▌▄▇▋▋▍▋▋▄▄▆
Got both panels in the same spot finally but still NREs and also its the wrong spot
Merge from 3p wallpaper animation update
Cleanup old door closer code, open/close anims basic setup
edited pivots of greybox golf clubs and exported test 3p chip swing anims
Removed one shot from the horse armor store images
Skin viewer takes priority over the image gallery when clicking items in the store/inventory
layout and set dressing work on the apartment front yard
greybox mesh for apartment building sign
S2P
First pass on tool to quickly equip held entities to player models for cinematics (Tools/Cinematic/Equip Weapon Tool)
silly horse mask world mdoel variant outline fix
Added simple player course blocks for mini golf
Include some needed scriptable objects
Strip out deep sea, cargo ship and other expensive vehicles
Show a loading screen while the tutorial server is booting
Fixed cook mission stage not working
Fixed respawn stage not working
Merge from hackweek_local_tutorial/mesh_strip
Functional server bundles build process, allows us to get about 1/3 of the way through the tutorial with no show stoppers
- Swing club mechanics to power up/down shots
- Add putter
- Better idle head position values
- Refactor swing data into a struct since we need to pass it to a few places
- Add crappy trail renderer to the ball
- Add crappy prediction trail (still needs tweaked)
Entity plugged with a chip can expose methods that can be called in the graph
Search light has a SetAimPoint method
Custom UI panel for items that need to show both protection properties and the Vessel UI at the same time, WIP
Split grid sideblocks to simplify thread to coords
Added crappy path visualisation
WIP: Walkaround
- Can mount and walk around the golf ball
- Two view modes
- single fire attack (for now)
Merge from hackweek_server_mesh_cull, testing out whether this can help
Fixed 200 bugs, UI tweaks and compile fixes
More asset scene work, still not quite working
Don't allow the server to save when running in local server mode
Don't allow more than one player to connect
Don't allow connections from other IP addresses (in case the default server port is open on the network)
Added logistic network tab, shows all the items in your base boxes (read only)
To show their content in the network, boxes need a storage monitor with a datachip, connected to the computer
Items are sorted by quantity
▋ ▉▊▆▅▊▅▇▍█▊▋▋ ▋▄▌▅▌█▌▄ ▉▅█ ▅▋▆▇ ▉▆▄▌▅▋▍▋▌▌▍▅▍ ▍▄▌▌ ▄▉▇██▉▋▅ ▉▍▆▇▅▅██ ▋▋▋ ▇▌▊▍▋▇ ▄▆▌▆▍▅▉ ▇▊▄▅ ▌▍ ▅▊▆▊▊▌ ▋▇▋▋▉▊ ▅▅▆█▍█ ▉▊ ▅█▆▍▌▉▋ ▊▄█▅▆▉▌▊▅▅▆▄▄▍ ▍▆▉ ▇▉▌▄ ▆▌▋▊▊▆▋▋▇ ▇▋▄▅▄▆▆▉▆ ▄▆█▅▇▋ █▉▊ ▅▅▋▉▇▋▋ █▆▋▉▊▇▄▌▋ ▋█▍ ▍▌▊▄
Apply TF2 SDK fix for CUtlFilenameSymbolTable
* Should help fix loading packed files on Linux on certain maps with embedded files
Fix thirdperson initial angle snap (From TF2 SDK)
Put mksheet into "Tools" group (VPC)
Clamp bot player count in the server browser
* Also apply the clamping to serverlist.Query
Merge Pull Requests
* TTT weapon visual fixes for singleplayer
* Use IsPlayer instead of GetClass() == "player" in base gamemode