131,329 Commits over 4,232 Days - 1.29cph!
Replace default cubemap texture with the one VBSP generates by default
This affects maps that are renamed after compilation
Fix CmdSeq.wc being broken on local builds
Fixed Ceiling Turret trying to play non existent sounds on dry fire
Was spamming warnings in console
Fixed Alyx not being blinded by flashlight in Episode 1
More episodic behaviors, for Zombies and Headcrabs
Fixed Alyx still following the player in darkness mode without flashlight
Fix Alyx's darkness breathing breaking other voice lines
Remount subbed addons if we unmounted server addons
In case some file(s) were overwritten by server addons, which are now gone
Clean up rope materials on disconnect, not game shutdown
Allows rope materials to reach 0 refcounts
Fixed intro screen material not being freed
Also fixed __error material getting an extra forever refcount
Also fixed __loading and __background getting forever refcounts
Fixed certain sprites (such as physgun beam) being forever referenced if drawn
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merge from optimize_asset_warmup_tunnels
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WIP/placeholder rock paper scissors gesture animations - 3p and viewmodel clips.
Includes entry, idle, start and exit placeholder anims.
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Merge from hood_and_cuffs
Lock/unlock backpack correctly
added ground ramp glue trim to storage warehouse.
more work on storage warehouse.
Added "Remove Hood" radial menu option
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Change remove handcuffs icon
Added radial menu option to unlock and return cuffs from a player
Additional restrained check
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's
Add price multiplier to vending UI when clicking on a store on the map
Implemented a dynamic NPC vending price system based on sales in a rolling window
-Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24
-Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%)
Currently clamped between a 50% discount and a 300% price increase
Currently only applies for purchases that are made using scrap as the currency
Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating
All time and discount values are currently using the examples provided above, they are just for testing and will be changed
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
Merge from debugcamera_dof_save
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Finished roadside bike spawn setup
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
Merge from debugcamera_dof_save
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each).
SpawnPointSpawnPopulation now supports having multiple options
Merge from main (many conflicts, stomped local animator changes)
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
merge from main -> monument_scenes
merge from qol_give_improvements -> main
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot
Add ability to specify target container & slot when using `give` command
- give {item} {amount} {condition} {skin} {container} {slot}
Add some descriptions to give commands