155,503 Commits over 4,536 Days - 1.43cph!
merge from Floating_bandage_fix
merge from oilrig_light_fix
Renamed deployed entities to include .Deployed per convention.
Setup missing socket/checks on gate
merge from mt_snapshot_saving
cherry picked martyns rail hide code from changeset
153305 - allows the holosight rail to hide depending on the weapon its attached to.
cherry picking 8x scope, handmade sight and holosight refreshes
Add entity names to "MOVETYPE_FOLLOW with no model" warning
Implement CTRL+Backspace and CTRL+Delete for text entries
Try to prevent game breaking states with silly values of m_yaw/m_pitch
Minor cleanups
Added "session_begin_ignore_version" hammer command
* If you brick your VMF with this, don't blame me
Add description to r_PhysPropStaticLighting
Move "dynamic shadow poke through" "fix" to opt in convar
* r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes
Try preventing "non positional" control points bloating particle bbox
* This should help with particle sorting
* Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones)
* This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
merge from automated_testing
main -> grenade_client_prediction
Adjusted and balanced holstered weapon positions to sit closer to chest armour
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Fixed test runner window not showing the in progress icon on a test running its cases
merge from cookingworkbench_kettle_fix
merge from settings_dropdowns_fix
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Fix placement guide rotations.
Hookup icon links and generate/assign icons.
merge from store_nre_fixes
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Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
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Bunch of building help/glyp improvements.
Add building hints.
Analogue inputs now support glyph display too.
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More improvements, prompts, help display.
Animal Fence LODs and gibs
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space)
- HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar
- Sleeping cows needs are frozen instead of ticking down
- Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter)
- Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
let subsystems contribute to IK, move shields to it
optim: only add root matrices when we're doing foot IK
run job ik on a single playable graph with two outputs rather than two playable graphs
added textures, mesh and material for test of cow pattern material.
clean up, move things into a single playerik module rather than 3 different layers, run formatter
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
More glyph support and fixes.
More LOD texture optimizations and rebaking
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner