125,640 Commits over 4,171 Days - 1.26cph!
Delete some unused panel types from the build process
Also restored nav_generate progress dialog
Match behavior of SteamID functions for bots clientside to server
Error no halt when player.CreateNextBot would crash
This happens when trying to run the function too early.
Make Player:SteamID64 and Player:AccountID never return no value
AccountID returns -1 on failure, SteamID64 returns "0". The only know cases for this is multirun now
Merge Pull Requests
* Dark mode for loading screen depending on system theme for x64
* Added DHScrollBar
* Added more NPCs categorized as hostile and friendly towards players
* Replaced 2usages of 'Player.UniqueID' with 'Player.SteamID64'
Add DHScrollBar to vgui_base.lua
Also changed "Couldn't include file '%s' - File not found " to mention that it might be empty
Culling shader actually works now!
Fix errors when deleting meshes (related to syncing data to the gpu)
Converted all the stuff to the new shader vertex stream format
Lingering post-explosion mushroom cloud WIP
Rebuild sqlite3 on ubuntu 18.04 so it doesn't depend on a too new glibc
Update runds.sh to include the Plugins folder in the search path instead of only Plugins/x86_64
Add build instructions for sqlite3 to my notes here
Move changes to Panel.PaintManual to an optional argument
The optional argument overrides panel's clipping, allowing it to be rendered fully when its size is above screen bounds
Move OnRequestFullUpdate warning to developer 1
restore functionality of dtwarning convar, defaults to 1 now
Cherry picked
85476 => 6point particle shader changes
Fixed 6point particle shader flickering w/ motion blending + emission scale stream + reduced variants + improved custom vertex stream help box
Set up more deployable guides, fixed some issues with deployment tracking
Reduced the effect of gravity on trains to 50% of a realistic value (instead of 100%). Allows locomotive to get up the new steep tunnel slopes
WIP second stage build mission
Raised locomotive collision triggers, to let it handle the new steep slopes
Fixed CompassUI constant complaining in scenes with no terrain
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Fixed jumping on the very top of the tugboat unparenting the player
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Building guides can now be activated for specific missions
Although culling is completely incorrect, it writes to IndirectArgs correctly inside the computeshader & renders some parts of the base correct
Conversations can now be marked as non-cancellable, hides the close button on the conversation UI (always show in the editor for faster testing)
Can now toggle whether a mission can be abandoned, disables the Abandon button in the inventory mission UI
Add debug.completeMission
Add debug.completemissionstage will complete the first non-completed stage if no argument is provided, otherwise you can pass an index to complete a specific objective
Checkin before I break anything
Use AssetPool for industrial pipe meshes
6P orientation debug ball is motion blended.
Fixed attack heli turret gun not getting correct location when not in listen server mode, just needed manifest rebuild
Update bagassignmode 'team' value to also include players from the same clan
More 6P smoke iteration/studying
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Hide the crafting notice in the vitals area when disconnecting from a server
Merge pull requests
* Added Versus Saxton Hale map category
* Fixed Malformed CSS Comments
* Replaced timer.Destroy (deprecated) with timer.Remove
* Added duplicator.Disallow
* Added DPanPanel
* Added math.CHSpline
Tweaked 6point particle shader transmission behaviour
Fixed 6point particle shader errors when using motion blending
Added shadow pass to 6point particle shader when shader quality >= 100
Fixed clan table root bone reference being unassigned (StringPool warnings)
Fixed clan table jittery placement
Slightly better clan table deploy checks
Fixed 6point particle shader rotation edge cases + support for Flip
Fixed clan table collider layer