139,240 Commits over 4,352 Days - 1.33cph!
Apply correct channel label colours.
Colour external/discord messages correctly.
updated charms ids and updated skins list
Updating armoured ladder hatch fbx
WIP adding chat channel colour customisation.
Added lookup funcs and colour config assets.
Separated out interior of kiosk E + set dressing within prefab
Allow Chinese lanterns to be placed on rock ceilings
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Added a super simple 3rd person rotation component for attachments
Cull the third person attachment at 10m
Convert remaining attachments to prefab variants
Spawn attachments in 3rd person
Turn off burst cloth for now
Start converting all attachments into a single prefab variant for easier management long term
Update DLLs with latest W11 fix
Remove accidental include
Possible fix for deep sea planters erroring when deep sea is closing
Force spawn all deep sea static farm planters when deep sea finishes opening, don't allow any respawns while the deep sea manager is busy
Merge from priv_softcore_nre_fix
Possible fix for GetBuildingPrivilege client softcore NRE
Merge from main
No conflicts!
Fix 64bit HLMV
Fix a crash with improper usage of prop_ragdoll
Fix physgun glow rendering in buildcubemaps
* Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible
Fix potential crashing issues with GetModelMeshes
Reset firing delay on weapon holster while in reload animation
* So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload
Fix animation canceling with the RPG reload
* You can no longer holster and redeploy to bypass the reload animation after firing
Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
sunken /combat knife updates (now we have orientation model changes from main)
- updated 3p combat anims with new prop orientation
- removed entity offsets
- set to follow r_prop instead of r_hand
- updated holster positions
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Various light fixture stuff.
Saloon kick updates
- Updated player animator with correct anims
- Added anim events
Scene backup.
Light prefab optimizations and tweaks.
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
Bunny Suit Texture delete
Bunny Suit Material and Texture Fixes
Added a button to toggle open/closed the command list
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Fix command.GetOverride() NRE when populating the command list
Light scene & related files.
Fix creative.freebuild (setting grades) breaking with the boat building plan
Apply name restrictions to concommand.Add
* It's the same name restrictions as CreateConVar, so probably fine?
Let's try removing Language system from dedicated servers
Minor cleanup
Do not check toolmode_allow convars for Utilities menu
Clarify what "Max Ragdolls" server setting is
Stop soundpatches on entity removal
And also prevent soundpatches from playing with invalid entities.
Spawnmenu calls CanTool clientside to mark server-disabled tools
* This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool.
Implement drag'n'drop for HLMV
* You can now just drag a .mdl onto the app to open it
Minor cleanups
Update AppID for CS:GO to use the new one
Fix normals on balloon_classic LODs and camera.mdl LOD 3
Ship a fixed tri1x1.mdl
* Fixed normals, fixed extra weird mesh
Fixed some spawn crashes with some entities
gmad.exe no longer overwrites existing files
More model data validations
Fix CreateLinkController leaking entities if misused
Implement Combine APC aiming for players
* I had this code laying around unfinished, and now its finished.
* Also respect EnableGun for players only
Lets try undoing changes to UTIL_PrecacheOther
* I wonder if this causes ents.Iterator nulls
Block mat_texture_list_txlod_sync just in case
Fix "invalid format PHY" for old model formats
Fix ents.Iterator getting NULLs again
Limit Colour tool inputs to valid range
Fix ents.Iterator getting NULLs again
Limit Colour tool inputs to valid range
thicker/detailed window frames to match apartments around
removed introduced allocations
moved frameNo+serverTs to NetWrite (main thread set)