248,563 Commits over 3,928 Days - 2.64cph!
Player.ConCommand blocked message is now an ErrorNoHalt
"connect" console command is now completely blocked on server realm
Trying to run "connect" console command from Lua on client will now prompt the player if they wish to connect to the given server
Added support for "boolean" type in .fgd
▇▇▉ ▆█▍▍▆▌▅▆▇▄▍▍, ▇▋▆▄▄▆▍▌ ▍▌▊██▇ ▋▋ ▌▅▄▄▍▄▆▄▄ ▉▇▋▄▋▆▊
PET: Don't give us any of the mod mismatch warnings
Supply drop v2
texture resize
supply drop v2
model and materials and initial prefab setup
Test light impact, sound impact
NotificationStatus styling
WIP Satellite dish terrain sculpt
New sewer set pieces for SatDish scene
Moved "Edit Instance" button to not cover the input/output icons in Hammer (All 3 also behave better when resizing the window)
Added the func_instance_io_proxy entity (No hammer support yet, just the entity for existing maps)
Server Header logo and fallback
Avatar in Drawer and Notification menu styling
confirmation modal safearea and styling
Hide username in drawer
Added gameglue
Added Decals class
Glass fixes
Fixed exceptions due to LIGHTING_ORIGINS 0
testmap update
Compiles
Fixed error when loading legacy stages
bit of refactoring, senses improvements.
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android)
Merge branch 'master' into ui-changes
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android)
Remove prefix restrictions from IsValidModel
shatterglass materials/textures
senses only get updated if an active state event needs them, capped to an interval.
senses memory stores a separate list of player-only entities.
player detected event now takes a % of max range as parameter, not a distance.
Added "decalSpecularExp" to sheet.h so decal sheet will build
AIBrainSenses.
Added senses to brain.
Pass senses to events.
Created IRuntimeAsset (this is bad naming, review)
SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
Notification menu category styling
Compiled sounds
Added JsonToKeyValues3 to EngineGlue
Added Entity.EmitSound
Create keyvalues3.def
Create soundeventmanager.def
WIP can define sound events in code
Studio models now initialise their contents when creating a physobj
WIP Satellite dish level refresh
A bunch of Rust sounds
Deleting these soundstacks
Deleting these soundevents
Add soundstacks_hlvr_core to the manifest
▄▋█▅▉ ▅▅▋▋▍_▍▉▇▌▌▋▌▋▅▆▍▌ ▇█ ▊█▅▄▆▅▉ ▅▌▆█▉▋▋ █▇▅▅▌ ▇▇ ▆█▉▇▍▋▆██▉ ▆█▄ ▉▄▄▅█ (▉█▋ ▊▅ ▇▇▄ ▄▇▌ ▄▋▄▍▄ █▄▉▊▆▇▇▋▇, ▊▆ ▅▊'▆ ▇▇▄▊▆▌▊▉ ▇▅ ▍▍▋▌▊▇▋ ▅█▍▅▄ ██ ▅▅▅▄ ▆█▄ ▆▇▌▄)
Glass and decals didn't play nicely on taxi module (spaced out from the renderer, sometimes wrong angle, all decals were cleared together even on the stronger glass front that hadn't broken yet). Changed glass physic material (sic) to Generic to remove decals.
fixed taxi roof collision
Allow cars hitting road signs to keep most of their velocity if the sign is destroyed on the next tick
Adjusted phonebooth road offset (was 1.2, now 1.5) to move further away from roadsigns
Bespoke dressing for new junkyard
Show incoming call number on the ringing and call in progress UI states
▇▄▅▆█▆▅▆ ▊▊▇▉ ▅▅▉▅ ▄▆ ▍▋▋▊▋ ▇▋▊▇█▋▍▆▌ ▆▍▇▅▆ ▊▌▆▆ ▊▊▇▊▆