136,649 Commits over 4,324 Days - 1.32cph!
Adding LNY horse armour fbx
second pass on environment volumes
first pass on environment volumes
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Fixed a regression in the PT boat emission.
merge from fix_scientists_not_wounding
Add fuse burn animation to cannon firing.
Retarget new fuse mesh to old fuse bones.
Toggle fuse depending on loaded state. (this might be unnecessary.)
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Fix State_Playtanimation NRE
Component Ammo Box - Moved and updated textures, set correct resolution
Tweaked all tropical trees minigame marker data, some of them were off
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components
- Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale
- Deep sea now enable scale networking on its trees
Fixed the collision issues and tree minigame not working
S2P all tropical islands
If streamermode is enabled then turn off RHIB screens
Fix Alyx playermodel coloring covering some wrong areas
Pull Request: Added color support for Arctic player model
Lets try updating BASS.DLL to 2.4.18.3
* Probably achieves nothing at all
Alias prop_portal_stats_display to prop_dynamic
* Fixes Portal 1 having missing elevators
Material refcount changes
* Fixed Portal 1 energy pellet having missing texture (0 ref count)
* Do not precache AR2 ball materials until used, they can now also unload on map change
* Do not forcibly precache muzzleflash materials that are not even used
Render hook changes
* Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary.
* Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does.
* Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is
Prevent opening chat with cl_drawhud 0 locking you out of main menu
Do not precache some HL1 weapons
Prevent gauss gun spewing about out of bounds values
Better handle invalid physObj in queued collision events
Lets try making lights non networked
Added "damage" keyvalue to `crossbow_bolt`
Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again
Minor cleanups
Make Pistol weapon use its draw empty animation when empty
Implement empty draw for Crossbow
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
Small code fixes
Rebuild phrases
Minor adjustments to walk around distance
- Show tooltip if you try to reload the turret whilst its full
- Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Codegen and compile fixes
Include hl2 version of buildingset056a
* Apparently it was changed in the 20th anniversary update?
particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down
* instead of tracing west
More potential crash fixes
func_movelinear supports changing parents
* Fixed a bug on ep1_c17_01
Rearrange new field of CopiedDupe netmessage to bottom
* Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken.
Add some checks for voice chat gain manager
* If current or target gain become inf or nan, reset. Also prevent division by 0.
More fixes for potential crashes
Fix OSX compile error
Remove more unused HUD elements from builds
HUDShouldDraw gets called for cl_showfps panel (when active)
Remove more unused GameUI stuff
Fixed crashes with certain material proxies when used on static props
More minor cleanups
sv_showimpacts draws server hitboxes in blue color
Init QAngle to 0,0,0 on creation
Fixed player hitboxes in vehicles at odd angles
Fixed some player animation/hitbox desync
* Vehicle animation poseparameters were not set serverside
* Player "grab ear" animation was not playing serverside
Restore sv_showhitboxes (cheat protected)
apartments building facade, atrium and corridors progress
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merge from indirect_instancing
Mark Indirect Instancing as DeveloperOnly
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Fix new scientists killing players without wounding them first
Fixed signal computer flare trigger.
Signal computer hums, and also does a little beep when ready to transmit.
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Disabled tree minigame for palm_tree_tropical_short_e - too small
Tweaked floating city 3 shore vector volumes
S2P
fixed native pixel data using wrong format, should've been half4 not just Color
handling floating city data, blits in on top of generated values
- also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
paintball gun no longer researchable
Cannonball textures from 5.3mb to 0.6mb.
Minor deep sea code cleanup
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data
Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Reserved flag fix (7 to 8 for flare)