135,094 Commits over 4,293 Days - 1.31cph!

Yesterday
merge from main
Yesterday
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Yesterday
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Yesterday
TTT: Add TTTRadarScan hook Only queue simple timers if using the same callback func Minor cleanups * Code deduplicate of timer.Destroy alias * Remove code from timer.Create that seems to do nothing useful Handle potential mesh related crashy issue Try to fix decals on high poly models spazzing out across the whole map Do not forcibly crash the server if `player_connect` event failed to create * Now prints a warning and continues on. Fixed a typo (Serveres => Servers) Fixed a typp in UGC uploader (+ some translations) Added texture name to ShaderAPIDX8::CreateD3DTexture warning Merge some func_tracktrain changes from P2/CSGO * Allow Roll spawnflag * hack to avoid gimble lock * SF_CORNER_TELEPORT interpolation change * Dead end path change * Added missing spawnflag (4), updated description of "HL1 train" spawnflag Lets try turning "gamemode is nil" crashes into Lua errors * Seems to not crash on its own, and is slightly better/debuggable user experience Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings * It's 1x1 DXT5 textures in my experience, so we test for that Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc. Minor cleanups * Makes CBaseAnimating::m_OverrideViewTarget private Fixed potential crash issue with look door Jalopy no longer spawns trigger_vehicle_cargo at all times * Instead, spawn the entity only when asked to, i.e. `CargoVisible` key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing `SetCargoHopperVisibility 0` * This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand) Added ReleaseBusterFromCargo input to Jalopy Remove "Ember type" from env_embers in Hammer (did nothing) Make env_embers compile with parenting support * So basically there's this stupid system of "if a brush entity doesn't have "origin" keyvalue at map compile time, the brush model bounds will be in world space". env_embers did not use it and therefore was incompatible with parenting. We now make this entity use that system (like all entities should really be doing to be honest) and try to detect the difference in code for old maps and new maps, and apply the entity's position to the particles if we detect the map as "newly compiled with support for parenting" for this entity FGD: Add auto generated values of func_breakable_surf * So they do not appear as broken in Hammer, and provide explanation as to what they do.
Yesterday
Uzi Blockout
Yesterday
pushing_toast_fix -> main
Yesterday
Remove pushing toast log
Yesterday
cannon_clipping_fix -> main
Yesterday
Apply new cannon values to the camera head animation system
Yesterday
Merge from deploy_edit_menu_option
Yesterday
wood box game textures updated still wip
Yesterday
syncvar_inheritance_fix -> main
Yesterday
Paintball Gun - added conditional ammo meshes for worldmodel
Yesterday
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Yesterday
Add more navmesh blocking volumes to oilrigs
Yesterday
Fix scientists dying spontaneously when patrolling
Yesterday
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Yesterday
Updated descriptions for some naval items
Yesterday
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Yesterday
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
Yesterday
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Yesterday
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Yesterday
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Yesterday
paintball 3p entity update - updated position of flashlight/lasersight attachment
Yesterday
Light up frames - adjusted LODs for XL and XXL versions
Yesterday
more wip
Yesterday
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
Yesterday
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Tweaked two values to stop clipping issues we're seeing with the cannon
Yesterday
merge from main - added support for transparency on decal shader
Yesterday
Added support for decal layers on transparent surfaces on the Standard shader
Yesterday
stopengine_nre -> main
Yesterday
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
Yesterday
Compile fix
Yesterday
Ocean WIP.
Yesterday
wood box added prefab for box
Yesterday
wood box game model and updated prefabs, ran manifest and localization
Yesterday
Light up frames - fixed material config and paintability
Yesterday
wood box placeholder textures
Yesterday
edited paintable reactive target animtions and transition blends on anim.controller
Yesterday
merge from main
Yesterday
Migrated deep sea ocean params to new env properties section.
Yesterday
Cherrypicked deep sea ocean feature to test branch.
Yesterday
merge from indirect_instancing
Yesterday
Some fixes and cleanups for the Indirect Instancing debug overlay
2 Days Ago
Codegen so domain reload works
2 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
2 Days Ago
Merge from naval_update