142,402 Commits over 4,383 Days - 1.35cph!
Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
Calculate upkeep time per apartment based on amount of items inside storage
- only network to the players who own the apartment rooms
- cost is based on explosive items (as configured previously)
- payment is based on scrap that is inside your chests (may make a dedicated payment box later)
Show upkeep in bottom right when you are within the apartment complex
update apartment_complex_monument/prototype
Fix priority on apartment scene menu item
fixed normals on flame turret guidemesh
merge from main -> apartment_complex_monument
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Update default spawnlists a little
* Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently
Fixed Player:Lock and server spawns causing drowning noise
FGD cleanups
* Remove fireballsprite from env_explosion (never did anything)
* Remove coldworld and xbox specific fields from worldspawn
* Remove WaveHeight from func_water_analog
* Remove SetLocatorTargetEntity from player_proxy entity
* Turn some number fields/inputs from strings to floats
Merge recent BoneCache changes from x86-64
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
Apply some checks to CBoneCache
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
vendingmachine_ui_refresh -> main
WIP setting up dart board prefab
Second set of fixes - fake inventory compile errors
Compile fix - swap to using flags
vendingmachine_ui_refresh -> main
Clear hover over button fixes
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- Fix bugs with suggestions not being clickable
- More final polish
- Final style changes
- Added suggestions area in admin panel
Updated sprint anim (test)
Fix prediction errors being "stronger" at high curtimes
* Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be.
Remove CThinkSyncTester from client builds (unused)
Bump Steam.inf
Removing unused TempEnt networking
* Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel
Removed some unused globals
* To do with goldSrc legacy effect systems
* Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely)
Remove unused fields from env_explosion
* env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it.
Remove some useless sprite precaches clientside
* Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end
- cleaned up comments that pointed out kick locations
Tests: none, trivial change
industrial electric furnace
- added lods
- split glass and furnace
- updated item skin
- updated prefab
Bugfix: avoid NRE after kicking a player while iterating over a player cache
- consolidated all kicks in ServerUpdateParallel to end of the method
Tests: got kicked for terrain violations, no NRE
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo
Fix minor typo in WhatUsesThis
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices
- added unit tests
Should help us maintain packed state of dependent arrays - will start converting current use cases next.
Tests: ran unit tests
merge from main -> fix_dynamic_occlusion_pausing
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
simplified encryption again
All remaining monument fixes.
Fixed a bunch of errors when baking and using the LOD baker tool
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
Block setinfo concommand
Try to prevent infinite loops in model animation code
Apply "boing" jigglebone fix from TF2 SDK PRs
* Fixes some models becoming invisible due to jigglebones
* ValveSoftware/source-sdk-2013/pull/1721
Fix crash with dropship at entity limit w/ strider container
Minor changes & cleanups
Adjust airboat flashlight
* Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV
More nullptr checks for when at entity limit
* Stalker, Combine Cannon effects
More cleanups for consistency
Fix inverted condition on some Lua funcs, oopsie
Disallow physics functions on players
* Is there any reason to allow this?
Add VPROF scope to IsPhysicsObjectValid
Remove VPROF from GetType (& minor cleanups)
Get rid of remaining CSteamAPIContext references
* Enables updating Steamworks SDK to latest versions
* Maybe fixed getting notifications in chat for already unlocked achievements
Only disallow SOME characters from concommand names
* Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past
More cleanups
* Deletes CPropAirboat::CreateAntiFlipConstraint (unused)
* Delete unused fields on some tempents clientside
Restrict control characters from concommand names as well
* Surely no language uses those, I think
concommand.Add throws error when giving invalid params
Rollback changes to Player::GetEyeTrace
* it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods
Minor cleanups
Force ragdoll light origin to the first physics bone
* This fixes strider and some other models appearing black after spawning
Fixed light origin on a bunch of PHX props
* So when the props are spawned, they don't turn pitch black immediately or at certain resting angles
* ~200 models affected
Update some other model illumpositions
* Seats, that one crate gib, alyxgun and annabelle
* Fixed normals on stunstick world model
Include notification font reduction
* Somehow it was never included in the previous HUD related commit