194,523 Commits over 4,079 Days - 1.99cph!
Merge from debugcamera_dof_save
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Finished roadside bike spawn setup
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
Merge from debugcamera_dof_save
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Merge from FrontierHazmat_cinematic
Handcuff anims + assets backup
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Merge from PrisonerHood_Cinematic
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each).
SpawnPointSpawnPopulation now supports having multiple options
Merge from hackweek_crudegestures (with custom gesture wheel support)
Merge from main (many conflicts, stomped local animator changes)
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
merge from main -> monument_scenes
merge from qol_give_improvements -> main
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot
Add ability to specify target container & slot when using `give` command
- give {item} {amount} {condition} {skin} {container} {slot}
Add some descriptions to give commands
▆▉▉▋ █▌▄█▄▇ ▊▍▉▋▇▊█▆ ▇▍ ▆▇ ▄▊▊▊▌▇█
- ▅▄▅▆▉▅ ▅█▌▊▅█ ▅▊▍█▉ ▄▇▆▄▌▋▍█ ▇▅▅▌ ▌▆ ▄█▍▉▍▊█ > ▉ ▊▍▇▍▄▋█
- ▄█▋▋▍▊ ▇▉▄▇▆▅▌ ▅▍▍▉▍ █▄▍▆▅
- ▄▌ ▄█▊ ▆▊▌▊▅▍ ▇▋ █▄▌ ▉▋-▌▌▅▊ █▊█ ▊▍▌▄▊ ▊█▌▇▊▍▌▅ ▊▆ ▇ ▉▉▍▍▌▆ ▉█▅▌▇▅█ ▍▇ ▇█▄▍▇▌ ▌▍█▉▉▇▋▅▍█▅▊█▊, ▄█▋▉ █▇▇▌ ▌▇▇▇ ▇▆▊ █▅▊▌▉▋ ▊█▇▇▌▌▇▅ █▅█▍▇ ▇▌▋█ ▉▍ ▉▍▅▅ ▅▅▄ █▉▉ ▆█▌▍▌█ ▍▇▆▉▉▄▋ █▅ ▍█▄▍▋▊▊▅
Fix `monument_scenes` convar not applying to remapping paths after previous commits
Don't remap to scene spawner if the scene doesn't exist in asset bundles
Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
Added BreaksRestraint to DamageTypeEx
Ignore cold, bleed etc damage for unlock minigame reset.
Added and Setup Vintage Bedside Table Prop Prefab
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc)
Also added 'killallevents' to instantly kill any ongoing event
added base trim for storage warehouse.
more work on radtown storage warehouse
Hood wearable mask tweaks
merge from build_leave_bundles_symlink -> main
Prisoner Hood cinematic assets
Added a way to override force show on UIBlackoutOverlay.
Added prison hood UI script, overring force show when the player is dead.
Updated UI prefab.
Updated rig so wheels rotate in the z axis
Added extra hours method to wipe timer