135,735 Commits over 4,444 Days - 1.27cph!
New gesture animation polish pass
Simplify how we get Steam APIs
* The new SteamAPI versions do not have the "api context" stuff anyway.
* Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs
Fixed another NPE crash with HLTV
Fix some prediction errors with HL1 weapons
* These weapons take too much effort
Minor weapon prediction fixes
* SLAM fixes
* Minor Gravity Gun prediction fix (for holding right click)
Re-multiply SWEP slot positions by 100 again
* This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part
Update default spawnlists
* Added Tool Gun world model to Garry's Mod spawnlist
* Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist
New CS:S spawnlist to include ALL props from CS:S
* Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones
Merge PR to update default spawnlists
Sort Browse => Games/Addons in spawnmenu using lowercase text
* Fixes some models, such as W_AlyxGun appearing out of order
Update 2 more spawnicons
Fix combine dropship not flying away after deploying troops
ILuaThreadedCall virtual destructor
Updated spawnicons
* Added spawnicons for most CS:S props, rerendered weapon icons to be brighter
Apply a hack to hide toolsocclusion on MC:V maps
Make some warnings use RED text
* Bad lightmap extents on material, srcds_run warnings/errors
Fix fallback skybox texture using non existent textures
Fixed some potential crashes
merge from waterwheel_deployable
fix label of new io info on item
Workbench level 2+3 loot panel assignment
fixed missing texture on tier 2 workbench
Add a workbench vitals prefab with the new setup, replace existing ones with it.
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
Ton of general workbench client/server compile fixes
Merge from chainsaw_hotspot_gathering
Fix server log when throwing items at trees and ore nodes
Add a convar to gate the icon display behaviour.
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
stripped back workbench 2, added new corpse
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
workbench tier 1 corpse update
WIP show icons of equipped upgrades in workbench vital panel
Bugfix: protect network group networkables access since it's lazy initted now
Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Merge: from main
Will need to subtract some stuffs
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Fix terrain quality remapping