128,720 Commits over 4,201 Days - 1.28cph!

Today
Fixed shockbyte popup icons not being marked as dynamic
Today
merge from main
Today
fixed issue with metal detector anims
Today
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Today
Enabled map back in the deep sea Its half working, only shows the islands for now
Today
merge from naval_update/deep_sea
Today
Codegen
Today
More deep sea logs Added tree count to deepsea.printentitycount
Today
Assigned main island global network group to chinook, chinook scientists and cargoship
Today
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
Today
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
Mesh fixes and tweaks for the CH47 casino variant
Today
collision fixes on barge oil rig legs prison security tower
Today
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
Today
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
Today
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
Today
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Today
Chinook avoids the deep sea side when randomising its spawn position
Today
merge from shore_vectors
Today
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
Today
Editor force on helicopter compile fix
Today
RPG7 - Texture & material update, icon
Today
rpg skin vm animations edited
Today
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
Today
un-gate indirect instancing for testing purposes
Today
Fix build by scrapping the function pointer idea.
Today
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages) Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu Fixed TreeSway causing graphical glitches with Flashlight * The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues. Prevent potential crashes on changelevel to do with color correction Pull request: Minor loading screen cleanups Disallow spawning SWEPs without models via spawnmenu * Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click) Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin Speed up entry animations for the 3 PHX seats * From 3 seconds to 1 second, like the other seats Fixed 2D skybox not rendering in water reflections without 3d skybox * When the water material specified "render 3D skybox", but map has no 3d skybox. Let's try randomizing client port if not overwritten by client Map icons for new TF2 maps Fix some BSP files not loading due to recent changes team_control_point (TF2) placeholder entity Pull Request: Minor optimizations for PlayerSelectSpawn Player:GetPunchAngle errors with lua_strict 1 (deprecation warning) Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass Apply a hack for clients missing MainEyePos Fix certain props not being able to be spawned due to recent changes Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 $basetexturetransform support for DepthWrite (alpha tested materials) Recompiled necessary shaders
Today
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
Today
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
Today
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Today
merge from physics_pass_two
Today
playerboat wavePID balance
Today
merge from editor_force_on_helicopter - resolved merge conflict
Today
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Today
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
Today
Merge: from main
Today
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
Today
merge from fishing_village_collider_fix_fix
Today
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
Today
improve transform access in correction forces
Today
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
Today
edited rpg skin 3p reload anim
Today
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
Today
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
Today
steeringwheel controls HasDriver flag of parent boat
Today
Fix certain props not being able to be spawned due to recent changes
Today
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
scientist_boat_ai -> naval_update