254,761 Commits over 3,990 Days - 2.66cph!
Implement point_worldtext (CS:GO version)
Added new features to point_worldtext
"Start Hidden" spawnflag
"Rainbow" keyvalue
* SetEnabled, Enable, Disable, Toggle inputs
* SetText/SetMessage, SetTextSize, SetColor, SetRainbow inputs
Minor cleanups
fix cirrus fog, try to improve weather transition lerping
WIP building out motion editor
merge from item_ownership -> crafting_update
Fix PaintTileTool being offset by a few tiles for non 1:1 spritesheets. Resolves #30
- Fix BeeSwarmAi disable convar
- Ensure Bee Swarms can get to sleeping players
Crossbow pickup gives you the crossbow, up starting ammo
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
Build killfeed entries thru code, show icons for headshots
Killfeed suicide icon
Killfeed explosion icon
bee grenade viewmodel
- anim updates
- improved transition in animator
- tweaked model position in viewmodel prefab
Swap some weapon icons for consistency/readability
Health/armour pickup sfx
Don't spatialise our pickup sounds
merge from crafting_update
Update ownership phrase of corpses
wip tiger attack ledge anim editing so it works on low ledges as well as higher ones
Update metal detector phrase
Added collectible double yield modifier, giving a small chance to get double loot when picking up a collectible
Enabled on pumpkin pie for now
merge from main -> item_ownership
Subgraph outputs can be re-ordered based on the order of the list as well as a "Priority" property to override. Part of Facepunch/sbox-issues#7687
Priority value on IParameterNodes influence the order that inputs are created on Subgraph Nodes. Resolves Facepunch/sbox-issues#7687
merge from fix_runtime_profiling_container_url -> main
Fix runtime profiler not running when using the new upload container convars
- required the SAS token convar to be set even if it was using the container upload method
FGD: Allow `bool` and `boolean` to be interchangeable
HDR override for FOG colors from 20th anniversary
Requires networking changes, so not currently active
Added logic_eventlistener(_itemequip)
Serverside only entities, FGD included
Merge x64 exclusive changes for compile fix
Merge: from main
Tests: none, no conflicts
Add Explosion.SpawnEffect
Give all explosions scorchmark decals, triplanar mapping
Add cleardecals cmd
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
FGD: Allow `bool` and `boolean` to be interchangeable
HDR override for FOG colors from 20th anniversary
Requires networking changes, so not currently active
Added logic_eventlistener(_itemequip)
Serverside only entities, FGD included
tool for checking trigger exclude layers for TriggerBase across assets
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Stop current anim on client when entity is recycled
Add convar to control if item ownership is shown on client
- `show_item_ownership`
merge from coarse_grid_bounds_fix
pad CoarseQueryGrid bounds to handle offshore monuments properly
- world size is not inclusive of these, just terrain
Fix client server compile errors
Fix potential animation invalid state (animation stopped, but still playing)
Fix tiger potentially getting stuck out of navmesh
Pressing Attack2 will also cancel reload
Merge: from parallel_validatemove
* Modifies Full Server Demo recording to grab more data + timestamps per packet
* Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object
* New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs`
* Added GamePhysics batch versions of OverlapCapsule and OverlapSphere
* Couple unit tests to check Water's batch queries against non-batched versions
Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.