133,007 Commits over 4,232 Days - 1.31cph!
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
Added side turrets to the vendor
reduced max tick rate on cloth
re-organising scene into appropriate groups
re-organising radhouse large prefab
simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
Added a toxic pool water surface
toxic pool material
Vendor attacker is not marked as hostile
Wired headlights and spotlights to TOD
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
Underwater divesites ABC base setup
Unity scene setup with S2P groups
Merge main -> travelling_vendor
Updated all radiator positions throughout level
tweaked radiator props draw distances, added a white material variant
set dressing progress backup
Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
viewmodel handcuffs - setup viewmodel renderer script
Remove transition times on cuffs VM deploy state animations to fix visual state bug
blunderbus admire animation edited
radhouse apartments and radiator collision fix
Added new remove hood and cuffs radial icons
Fixed bikes drifting slowly when idle and awake
set dressing progress backup
merge from demo_map_nre_fix
merge from snow_effects_roll_back_and_meshLOD_conversion
merge from fix_runtime_profiling_update -> main
Fix update, late update, physics & fixed update counters not being reset on the server
Fixed sidecar wheel visual trouble
Added support for particle system containers that contain lights that use LightEx scripts. Fixed motorbike damage light always showing
Fixed sidecar collider trouble
Fixed several NRE's when opening the map while in a demo and the player has placed markers
Fixed getting clip-check dismounted from bikes when scraping against walls
Moved bike driver eye pos forward, avoid clipping with clothing
Halve the collision impulse Y
Force one update tick on initial load to get suspension distance etc right, even if it's asleep. Fixes "hovering" bikes
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Improve csv exporter to export multiple item data streams at once
Travelling vendor is no longer globally networked