136,110 Commits over 4,293 Days - 1.32cph!
Don't allow IO connections at all in boat building stations
Merge from gesture_sfx_fix
Added a new empty idle state to both gesture layers to work around crossfading into already running state issue in playables
Fixes wave gesture not playing 3rd person animation
Fixes wave sfx running after every gesture
Fix some addons erroring out due to DImage changes
Lets try updating BASS.DLL to 2.4.18.3
* Probably achieves nothing at all
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
fix left 'ammoLeft' parameter not having the right string name
Show if mounted turret is full or empty of ammo via swapping its idle animation to have the chain removed
added turret protection to cannon
coconuts stack to 20
naval labs mission yields double diving tank
naval treasure msision yields armor plates
merge from artist_pack_dlc
Refactor reactive targets, removing duplicated code and fixing collider issues on standard reactive target
Mounted weapons now give you hit markers when you shoot others
- Setup ownership system for held entity
FIx some oil barrels dropping below the island docks
fix large ornate frame easel socket again
Improve scientists undergeared player evaluation
Removed IO hover text for signage, which has no IO connections
Fix front pt boat turret having really high sensitivity and being hard to aim
Initial bandaid fix for npc recklessly rushing players with prim weapons
naval_update -> naval_update/boat_steering_creaks
naval_update -> naval_update/boat_steering_creaks
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
Paintball Gun - removed refraction material from 3p models, now only in 1p
shutter frame network range fix
Fix some addons erroring out due to DImage changes
Fix branch difference compile errors (mksheet)
Fix incorrect guide mesh for boat walls
Adding rigged salvaged hammer viewmodel mesh
Attempt to unbork the naval merge subtraction
DPV anim updates to fix root issues
Fix for radar rotation and corrected broken paint tint.
Added a blit texture specifically for transparent refraction on view model objects
disabled "lockable" on frames
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
Subtract
141960 fix_npc_flanking
Merge from artist_pack_dlc
Update some damage protection properties for paintball damage type
Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway
These damage protection properties also had not been configured correctly for bee stings and water
Updating skinning for egg suit
Ship mksheet.exe (for particle sprite sheets)
saverestore uses ErrorNoHaltWithStack not Msg
* Also fixed a Lua error due to missing ErrorNoHaltWithStack
Merge Pull Requests
* Apply name filter to post refresh server list updates
* Fixed Lua errors when manually running internal concommands dupe/save_publish
Fixed an exploit that allowed spamming player_pickup on the server
* For now, we block any new pick up attempts if we have a prop already picked up.
Replace barney's face on EP1 maps
Dynamic resupply changes
* Use GetMaxArmor instead of hardcoded 100
* Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time
Fix Combine Soldiers using rifle walk/run anims with shotguns
Disable more Low Violence code that checked the registry
* It was already basically unused, so it won't confuse me in the future by being still compiled
Add description and min/max to engine_no_focus_sleep
Added EnableSpotlight Input to npc_cscanner
PR: Fixed an accidental global var in DModelPanel
Fixed models with matproxies flip flopping render groups (static props)
Faceposer fixes
* Does not try to access flex controllers above 96 (since no convars anyway, and no networking)
* Fixed faceposer setting invalid flex value ranges (from MIN to MAX of the flex which is incorrect, to from 0 to 1 which is correct)
Potential fix for player model faces (alyx/gman) in multiplayer
Remove HUD Hint related code from base weapon
Update Rebel texture sheets to fix a small issue on the gloves
Merge from client_parenting_callback_fix
outbreak scientist npc player v4 rig anims exported