255,126 Commits over 3,990 Days - 2.66cph!
Removed train wagons from my test map
Backup 2022/05/20 00:50:00 UTC
Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same
Fixed spray duration convars incorrectly using hours instead of seconds
Research table will reset properly if the server shutdown while researching an item
Show map completed message regardless of improvement
Style tweaks
Add timer class to messages coming from timer
Add melee swing and fix broken sounds for hitting blocks
Normal CCTV station will grab every static rc camera on the map. Swapped Vis.Entities() to manual iteration of all cameras to avoid physics casts across the whole map. Existing static cctv stations will keep existing behaviour and only grab cctv cameras around them.
Added ItemEntity.IconPosition and use it to set the particle effect position too
Add the blowtorch sound effect while blowtorch is being used
Add blowtorch sound event
Add item.dropped sound event and play it when an item drops
Add block hit sounds (placeholder) and crossbow placeholder sounds
Fix rtv
New scoreboard, lists players and replays
SAR viewmodel adjustments
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Remade the west megacliff mines to fit the new cliff shapes and fix clipping.
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Revert the wearable LOD4 commit. Not going to be worth it with the fixed LOD ranges we have for all wearables.
Added support for LOD 4 in Wearable and SkeletonSkinLod
Delete flag_checker_color_png_a5cd4f30.vtex_c
correct positioning for all attachments on player entity, updated anims and animator
Backup 2022/05/19 18:50:00 UTC
Catch deserialize error
Download world record replay on map start
Fetch replay api
api endpoint
Fetch completion returns replay url
Replay data to/from bytes
Can send bytes over websocket
Submit replay to backend for new world records
Can receive binary messages
Azure blob storage
Upload replays to storage, replay url column for completions
Restore ModelDoc managed game data stuff
Readd path_generic to Hammer
When we have delicious new game data let Hammer know so it can do the weird stuff it does to refresh all the widgets, helpers, blah blah blah
Adjusted autospawns in the desert to make it more of a desert.
AnimEntity => AnimatedEntity
Fixed non public entity properties not being set on map spawn
Shut this assert up, we're calling it multiple times on purpose
Delete "Reload Game Data" from Hammer, doesn't make sense when everything is hotloaded ( plus it would be a fucking mess to implement for no reason )
Instead of deleting / recreating native CGameDataClass lets replace their data if they already exist - this fixes a bunch of crashes since they're referenced by raw pointer everywhere within native tools code
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New Clothing Piece! - Leather Gloves
New leather gloves and also some quick changes to the Long white gloves clothing file! So now it's in the glove section in the character menu!
Fold Sandbox.Decals into DecalSystem
Ignore convar duplicate change callback warning
Cleanup EntityParser some more, use DisplayInfo instead of fucking with attributes ourselves, remove code that was for ModelDoc or Assets
ClassName StringToken cleanup
Ignore setting Model keyvalue - since it should have been handled in engine
Fixed shore distance scaling causing physics queries to be inaccurate.
Finished first pass of AI setup.
Prefabs, scenes, s2p.
MapClass holds it's C# type
Use TypeLibrary.AddAssembly when adding remote game packages from Hammer
Refresh Entity Tool UI after tools.refresh and we've parsed any new map entities
Remove / replace managed Hammer entities on new assemblies so they work all lovely on hotloads
IIconProvider
AnimEntity is AnimatedEntity
Backup 2022/05/19 12:50:00 UTC