193,695 Commits over 4,079 Days - 1.98cph!
Horse ground alignment tweaks
Merge from scrap_exchange_dynamic_pricing
Merge from root_label_fix
Merge from ice_sculptures
More adjustments, can now accept either a player ID or player name
Adjusted clearUGCByPlayer convar to not require the player to be online
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
Make Hammer use gmod.exe when generating GameConfig.txt
engine.CloseServer now returns true if quit command was issued
Fixed crashes with func_tank
Handle DAdjustableModelPanel when main menu is open
Added a Player Model Selector button to spawnmenu
The context menu widget stuff is too hidden
Horses now skid when braking at full speed
Progressively reduce head leaning max angle based on speed
Re-introduced spine ik
Tweaks
added textures and set up mats for the knight armour
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battering ram anims updated
Bugfix: Prevent game-object pooling if done mid-scene switch
- When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error
MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnected
- with the fix, had 0 error reports
always unlock ginger bread building skin
battering ram anims exported on updated rig
merge ice_sculptures->main
- addresses majority of feedback from previous playtest
added initial battering ram anims
Medieval Metal Double Door Folder Setup
Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS
Setup a Basic Prefab for the Medieval Metal Double Door Frame
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
better defaults on sculpting tool data
Merge from indirect_instancing
Restoring ProjectSettings.asset
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
- Removed the jitter spread convar as it's no londer needed
- Updated the global_TemporalAAParams with the new TAA parameters
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
Rename hl2.exe to gmod.exe when building the game
hl2.exe no longer used.
Rename hl2.exe to gmod.exe when building the game
hl2.exe no longer used.
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
Fixed hexagon tiles not being killed correctly
Added luminance weighing to TAA to reduce flickering
jungle_ruins_b iteration2
Fixed .gma whitelist being different between game/gmad
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fixed crashes to do with NPC:TaskFail
Fix weapon spawnmenu autorefresh adding icons to nil parent
Remove Ep1, Ep2 and Lost Coast mounting
All of those are now part of the Half-Life 2 mounting option
Stop shipping Commentary Editor for -tools
Fix BRANCH being set to `prerelease` on NONE beta clients
Delete cl_soundfile
Unused, no reason to keep it.
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
Update .gitignore & build related things
Build Linux game with Steam Runtime
More minor cleanups
Fixed being disconnected from sv_lan servers due to recent changes
Added sv_quota_stringcmd_kick
Fixed crashes wiith CTriggerWind when loading a save
Fixed Lua error with DTree node having 0 child elements
Fix "Invalid string command" false positive
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Exclude gmod.exe from srcds win32 deploys
Add some more known backdoor URL to blacklist
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Fixed crashes to do with render groups
Fixed crashes to do with render groups
Disable a bunch of useless gamemenucommand commands
PlayerAuthed fixes
Fix PlayerAuthed being called twice
Fixed PlayerAuthed always returning empty SteamID even when we have it available
Disable -textmode harder
Isolate RemoveAllWeapons changes to Player:StripWeapons
Player:StripWeapons still drops weapons, KillSilent no longer does
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Merge from indirect_instancing
removed lodgroup from jungle_ruins_wall_3m_D prefab
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jungle_ruins_a iteration2
metal shield 3p melee attack anim updated
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
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