240,171 Commits over 3,837 Days - 2.61cph!
Merge from hazmatpipefixes
Fixed all diver suit pipe variations appearing all the time (moved all pipe renderers into a child tranform and turned that on and off via backpack notify component)
Add appropriate unit tests
Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary
Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
Adjust m39 height on backpack
Adjust m39 height on backpack
Adjust m39 height on backpack
Improved holster positioning on m4 shotgun, double shotgun, hmlmg, flamethrower
large backpack sound tweak
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side
https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
Updated backpack positioning on all pickaxes, hatchets, jackhammer, fishing rod and chainsaw
Re-compile ui backdrop filter shader w/ SPIR-V block
VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
Add global.showDeathMarkerOnCompass convar
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
VR: Fix VROverlay xml comment
VR: Fix vulkan submit, submit depth texture to compositor
VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue
Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility
VR: Minor VROverlay cleanup
Fixed lock slot ID not clearing when door lock is removed. Should fix rare bug where door can't be picked up until a lock is placed and removed again
Change delay when picking up backpack from 0.5s -> 1.5s
Can configure pickup delay in ItemModContainer
Change icon of "looting box" to backpack when looking at backpack on the ground
Recalcualte bones for large backpack wearable
Reserialize small backpack worldmodel
Fixed AddCSLuaFile'd addon paths not being detected by file.IsDir
Allow immediate entity removal during timers, concommands and Think hooks
This addresses most use cases for game.CleanUpMap()
Mitigate a random crash with NPC:SetSquad
Allow omitting first arg to NPC:SetSquad() to remove the NPC from its squad
Hide IP address in status command for P2P servers
Fixed CWorld model pointer being set to -1 during saverestore
Merge from main -> backpacks
Abyss hazmat helmet02/03 pipe fixes
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ActionGraph update, add more geometry-based nodes
Use Either<> type for object inputs
Fix some edge cases with Either.CreateType
Node test formatting
Ambiguous overload binding tests
Either type
Use Either type for ambiguous bindings
Compare implicit conversions required when resolving overloads
player update. exported/setup knife anim set. edited skinning/butcher/bone and combat knife entities and created two holdtypes, one for 3 of the knifes to share and one for the comabt knife because it has a unique deploy anim
Abyss hazmat helmet01 pipe fixes
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
Updated view model and textures
Fixed various model issues
+ meta files from asset.party uploads
Fix QPainter was null when calling setPen errors
CompileProgress tests (doesn't work)
Fix asset browser file type size
Fix NRE in GenericControlWidget
Add BaseLayout.AddLayout<T>
Add ControlSheet.AddProperty
SerializedCollection elements return attributes of parent
SoundFileCollection doesn't use PropertySheet
Add some exception handling
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
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fixed animation culling issue
Embrasures and shutters also rotatable using R when being deployed