199,365 Commits over 4,140 Days - 2.01cph!
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Properly fix the particle related crash, and fix regression
revert_metabolism -> main
Make RemoveDecalsAt distance a float
Added description to sv_sticktoground
Fixed POSIX compile error
Use squared distances for RemoveDecalsAt internals
Disallow Spawn() on world entity
Add a confirmation dialog when trying to load a save that would changelevel
Change implementation of VMatrix.InvertTR to avoid it crushing itself
It's probably a bit slower now, but returns actually correct values
VMatrix:GetAngles uses a normalized matrix internally
so scale doesn't affect results as much
Added ai.GetNodeCount
revert_metabolism -> main
Fixed workshop scene using jungle color grading if the camera is in a particular spot
Update: BaseRaidBench - emulate timed explosive fuse
Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer
Tests: ran the scene
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
- Better vislog for neck rotation limit
- Lerp rotation instead of snap
Update: BaseRaidBenchmark - expose batching mode via component
Tests: none, trivial change
Convars for aboard player and auto close sails checks.
Update: BaseRaidBench - disable camera shake and hurt effects
Tests: ran the scene
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
Removed test arg in initial home navigate
Gesture menu progress, some refactoring and polish
Water pump idle loop audio is now affected by occlusion.
Server Browser design changes
Thrust position calculation fix
Update: Add BaseRaidBench to build scene list and mark it for maps bundle
- Also removed the nuked Foliage scene - forgot to clean it up
Tests: none
ghost ship interior progress
Update: BaseRaidBench - unblock pooling
Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough.
Tests: ran the scene
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls)
(Ensures more accurate alignment of deployables on specific building block types.)
Introduced a static dictionary mapping prefab names to custom Y and normal padding values.
Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both.
Applied padding logic during downward placement and wall/corner snapping.
Mark a bunch of collision meshes as R/W
Merge from trimmed_asset_warmup/scene_warmup
Pilot Codelock - added cinematic textures and materials
Update: BaseRaidBench - reposition camera to above the circle
Tests: ran scene
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start
Tests: ran scene
Pilot Codelock - updated icon, fixed material order in LODs
Update: BaseRaidBench - players now animate and produce muzzle flashes
Tests: ran the scene
Add auto-save paintings option
Bugfix: BaseRaidBench - track weapon cooldown properly
- also account for animation delay for weapons that have it
The benchmark is now much more tame.
Tests: ran the scene
Fix error with turret lerpspeed when compiling in NONE configuration
cleanups from main
Cleanups from main
Minor cleanups
Fix missing Trails undo message localization
Fixed particle related crashes when attached to an entity
Pointless nullptr checks for CImage when basically OOM
Apply SendSnapshot hack from base game to HLTV
Allows full update snapshot to exceed 256KB limit, up to 1MB limit.
Also updated some console messages and kick reasons to include more useful data
Remove links to dead valve websites, link to VDC (Hammer & tools)
Remove 1 more dead link from Hammer
Merge KeyValue leak fixes from TF2 SDK
Some of them were already fixed
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
Move VPK to Tools group in Visual Studio
Update: BaseRaidBench - stagger initial weapon cooldowns
More realistic, and avoids spiking specific frames
Tests: ran scene
Update: BaseRaid - emulate rockets and grenade movement
Tests: ran scene, player is blasted to high heaven
update prefab to include item information
Fix client server directives compile errors
Update header buttons to match all the others
Fixed abyss pack page tag
WIP Automatic thrust point calculation based on hull blocks
Reimplementation of session events
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
Disable scientist obstacle avoidance as it causes them to get stuck