248,566 Commits over 3,928 Days - 2.64cph!
Humans: port over more animations from the Citizen set
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
Remove HighlightDeprecated from shaders, seems was never used?
Remove long unused shit from pixelinput and vertexinput and clean it up
Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
ice sculpture sound import settings
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
Adjust shield holstered positions
Removed some placeholder anims
Disable write defaults on shield idle
Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks
Fixed car shredder in the junkyard using a borked shadow proxy.
Junkyard S2P
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
Remove this old sound capture code from soundsystem
Lock mutex when encoding audio frame for videorecorder
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Leaderboard backup, run #
16074
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/
(MeshLOD removal.)
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility.
Probably wasn't even worth the CPU overhead anyway.
Turn NodeExpressionBuilder into an interface
So custom implementations can be used in MethodBinder
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
updated battering ram anim, new states in animator, more build up in attack anim
Fix branch specific compile error
Fix compile error
I forgot to press CTRL+S when last minute renaming
Fix compile error
I forgot to press CTRL+S when last minute renaming
hl2.exe => gmod.exe in factory reset bat
Put MAX_EDICT_BITS local in net.lua back, as without it stuff might break
due to version inconsistency
engine.CloseServer now returns true if quit command was issued
Fixed crashes with func_tank
Handle DAdjustableModelPanel when main menu is open
Added a Player Model Selector button to spawnmenu
The context menu widget stuff is too hidden
Make Hammer use gmod.exe when generating GameConfig.txt
Remove last 3 parameters of engine.WriteSave
Hide mat_surfaceid and vgui_drawtree_panelptr
Fixed player ragdoll forces always being applied to center
Now applies forces to the physics object that was shot.
Added timedemo and related convars/concmds to blocked list
Add a hack to ensure engine.CloseServer works from start up
Fixed a crash with ConVarExists
Minor micro optimization in VRAD
Added MAX_EDICT_BITS global enum
Updated Run Map dialog in Hammer
https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png
Added NPC:GetLastPosition
Added NPC:SetMoveDelay/GetMoveDelay
Added physenv.Set/GetPhysicsPaused
Added NPC:TranslateNavGoal
Added sound.SetActorGender( model, gender )
This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines.
WARNING: the gender is stored by filename only internally, not by full model path!
Remove commedit.dll from sdktools
hl2.exe => gmod.exe in factory reset bat
Put MAX_EDICT_BITS local in net.lua back, as without it stuff might break
due to version inconsistency
Fix GetOutputValue( Node.Output ) not being public
Make scientists reposition when they realize they are flanked
Update: borked linux ServerProfiler.Core
It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow.
Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
Add position offset to icon
Implement IconModes.Chest
Rebuild icons
Hide underwear in silhouette
Position some hair icons
Fix covers not facing the right way when converted from a prefab local space to world space
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
Added physenv.Set/GetPhysicsPaused
Added NPC:TranslateNavGoal
Added sound.SetActorGender( model, gender )
This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines.
WARNING: the gender is stored by filename only internally, not by full model path!
merge from xmas2024
109423 (Pre xmas lighting change)
Fixed ServerGib editor NRE
Better error message when RustTextFixture.SpawnEntity failed
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.