130,995 Commits over 4,232 Days - 1.29cph!
Fixed RobotoMono material fuckery
Burlap shoes repose/lods - added female prefab
realmed GamePhysics.CheckSphere
- it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode
- something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before
- Fix the command not working from the server console
Removed save file name from Craggy's GameSetup
Developer tool nav bar buttons
- Added RPC name under the info section of RPC packets
- Added global filters for server/client realms
- Added packet type breakdown of the top packets
- Clean restyle of the net graph
Added the old console to the new developer tool prefab for now
Added indirect instancing for the ballpit spheres
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
Baseline, bootstrap spawns EngineUI2
Update vphysics to TF2-double version (Windows only)
Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
Merging fpbuild related changes to main branch
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
Change VPROF name for GetPathTime
Make metrocops draw other types of pistols as well
Fixed Combine Soldiers not walking/running with pistols/RPG
Improve Metrocop behavior with the RPG
* No longer tries to chase the player, go back to safe distance loop, etc.
Combine Soldiers can walk/run with no weapon or melee weapons
Breen acts like a combine when using weapons, instead of doing nothing
Improve Hammer particle browser
* No more random numbers in Used count, no more 13FPS, better layout, no more black background
Revert "Do not rebuild node graph for workshop maps"
Merge branch 'main' into prerelease
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
Merge branch 'main' into prerelease
Setting up EngineUI2_DeveloperTools prefab
Implemented a simplified version of the ball pit physics in a test scene
Auto auth player on placing steering wheel
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Fix for texture issue on 3p m15
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
WIP code, parameters, setup
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
merge from automatedtesting
merge from SeparatePhysicsScenes