156,991 Commits over 4,536 Days - 1.44cph!

1 Year Ago
testing cloud improvements
1 Year Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
1 Year Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
1 Year Ago
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
2 Years Ago
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before Reduced ObjectDistance for hill cliffs from 5 to 3 Allowed hill cliffs to overlap Roadside and Railside topologies
2 Years Ago
adjust hcr firerate
2 Years Ago
hcr wip stats
2 Years Ago
merge from fix_monument_scenes_client_entities -> main
2 Years Ago
Fix monument scenes causing entities to spawn on both client and server inside monuments
2 Years Ago
Fixed airfield sometimes spawning too close to river
2 Years Ago
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2 Years Ago
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
2 Years Ago
Fixed underwater specular on terrain
2 Years Ago
HCR viewmodel - removed sway from ADS fire anim
2 Years Ago
Optim: lazy-allocate Sound Modulator lists - Added an assert to trigger when we try to remove a modulator we don't own Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better. Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
2 Years Ago
merge from br-zone-water
2 Years 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
2 Years Ago
merge from main
2 Years 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.
2 Years Ago
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
2 Years Ago
exported wolf run attack shorter anim and edited wolf prowl anim
2 Years 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
2 Years Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
2 Years Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
2 Years Ago
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
2 Years Ago
more shield texture updates.
2 Years 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.
2 Years Ago
-Shield texture updates -LODs + settings
2 Years 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)
2 Years 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
2 Years Ago
merge from world_update_2
2 Years Ago
Prevent harbors and ferry terminal from spawning on top of rivers
2 Years 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
2 Years Ago
Make flame thrower and fire arrow more reliably scare wolves
2 Years Ago
world_update_2 -> radioactive_water
2 Years 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
2 Years Ago
Wood Pile: Balancing changes Increased size of grass displacement map
2 Years Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
2 Years Ago
merge from terrain-smoothness
2 Years Ago
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2 Years Ago
merge from world_update_2
2 Years Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
2 Years Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
2 Years Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
2 Years Ago
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2 Years Ago
added condition to normal swimming->standing transition to not be mounted
2 Years Ago
If a wolf is stuck while roaming, kill it to save perf
2 Years Ago
merge from ocean-lightcolor-override
2 Years Ago
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2 Years Ago
mrege from world_update_2