257,433 Commits over 4,018 Days - 2.67cph!
Merge: from main
Tests: none, no conflicts
Add Explosion.SpawnEffect
Give all explosions scorchmark decals, triplanar mapping
Add cleardecals cmd
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
FGD: Allow `bool` and `boolean` to be interchangeable
HDR override for FOG colors from 20th anniversary
Requires networking changes, so not currently active
Added logic_eventlistener(_itemequip)
Serverside only entities, FGD included
tool for checking trigger exclude layers for TriggerBase across assets
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Stop current anim on client when entity is recycled
Add convar to control if item ownership is shown on client
- `show_item_ownership`
merge from coarse_grid_bounds_fix
pad CoarseQueryGrid bounds to handle offshore monuments properly
- world size is not inclusive of these, just terrain
Fix client server compile errors
Fix potential animation invalid state (animation stopped, but still playing)
Fix tiger potentially getting stuck out of navmesh
Pressing Attack2 will also cancel reload
Merge: from parallel_validatemove
* Modifies Full Server Demo recording to grab more data + timestamps per packet
* Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object
* New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs`
* Added GamePhysics batch versions of OverlapCapsule and OverlapSphere
* Couple unit tests to check Water's batch queries against non-batched versions
Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
Merge: from main
Tests: none, no conflicts
DeathmatchDamageInfo defaults
Gluon gun uses damage proportional to how much time has actually passed relative to interval
Buff hornet projectile speed
Crank up gluon beam damage, do first inflict tick immediately
v_m700: added speed_reload and speed_ironsights float parameters
mauritia flexuosa - rest of the models and prefabs
v_mp5: added speed_reload and speed_ironsights float parameters
Discard ShootEffects if the player's already dead
Implement explicit damage types - crush, bullet, explosion, generic - so we can ragdoll and gib correctly
merge from ioentity_optims2
honeycomb world model
Meshlod, materials and textures
updated existing honeycomb prefabs accordingly
Smooth out initial tiger rotation when preparing to leap
RF broadcaster and receiver flag networking
merge from jungle_foliage
GenerateMipMaps shouldn't generate mips smaller than 1x1 (which might happen on textures with weird dimensions, e.g. 3x3)
UI: support border-radius shorthand transitions
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
bee grenade vm
- added new admire
- tweaked throw aim anim
- new animator
- set viewmodel prefab to use new animator
Fixed a crash when spawning certain vehicles
64bit versions of compile tools say that they are 64bit
So it's more clear what version is being used from logs alone
Merged Pull Requests
* TTT: Change holdtypes for consistency with viewmodels
* TTT: clarify Health Station usage hint text
* TTT: Update localization files
* Fixed tool sorting when some tools are missing localization strings
* Micro-optimize Workshop Mount VGUI
Rework how LZMA decompression works for BSP files
The existing code was awful. The new one is less wasteful.
Make util.TableToJSON output whole numbers without decimal point
Minor cleanups
Fixes towards MP3s hanging the game on first playback
* Fixed MP3s recaching 2 times sometimes in a row
* Fixed cache size not being able to exceed 65k
* Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3
* Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file
Merged Pull Requests
* Refactor sandbox hints
* Remove angular-ui, jquery-ui, jquery-color
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!)
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
Merge: from main
Tests: none
v_usp: added speed_reload and speed_ironsights float parameters
Clean: ServerDemo - fix up names of entities that get reported via errors
Tests: played back procgen demo
Admin playfund user list
Add Grid component
Fix PageAlert font size
Add StatCard component
User page has a monetization section
Inventory section in user profile
Use the payment rules
Move "edit" options to always be at the lower left
Added a bee swarm ai specific convar to disable them
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons'
- Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
Storage monitor only network flags