197,738 Commits over 4,140 Days - 1.99cph!
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Bump .exe version
Modified shader to be more explicit about render paths
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Fixed bug causing cargo to freeze when swapping between standard points and approach points.
Bowpoint used for steering throughout
player update. setting up p17 weapon
player update. metal detector entity item held position edited and override controller updated with latest idle pose
Disabled snapping when in a building blocked zone
Fix clothing being equipped when hover looting into backpack & backpack is full
Added more speed tree test data
adding speedtree test assets
Further work on speed tree
Fix hover loot not working from backpack -> vending machine
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
Fix backpack UI staying active on screen after backpack is closed
Deleted Minigun World Model Texture PSD Files
Imported Minigun World Model Texture Targa Files
Re-Setup Minigun World Model Material
Merged in harbor_tweaks_4_cargoship
Merged in harbor_tweaks_4_cargoship
Reposed Burlap Shoes to match updated player rig
Prevented cargo from waiting twice
Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed
Fixed isues causing follow to zero rotation on approach
Fixed cargo speed limiting bugs
Cargo now looks at previous node to find desired speed
Snow effect mat config, specified mask for volumes
Cache walkable navmesh layer.
Added convar'd damage deploy check interval.
Codegen.
edited minigun viewmodel anims
Check for valid navmesh at scientist spawn points before deploying.
Handle missing navmesh.
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
fixed the collector bucket in trasinyard having an offset
Randomise between take cover and combat states when spawning scientists
Updated the prop folder prefabs that could to Material Setup technique for snow cover
Disable log spam for proximity manager
Harbor_1 curve adjustments
Remove storage code. Only run stabilisation while bike is awake.
Audio adjustment for gears + cleanup
Wheel position fix. Fixed rigidbody jitter. Feeling really good to drive now.
Update harbor_2 docking points to better fit new cargo ship handling
Update BasePath.GetPathProgress to work purely off the supplied position rather than an index, use dot checks to determine where in the path the position is
Added door count, upkeep screen pagination and decay warning
Steering and physics work