198,711 Commits over 4,140 Days - 2.00cph!
Backgound thread that keeps a Steam auth ticket refreshed for events
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets
- EffectLibrary can return GameObjects now
Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
Track how long since a boat has had a player aboard.
Auto close sails after ~30 seconds of having no players aboard.
Compass burst cloth and rig update
Fixed half height shelf and bathtub planter having weird placement issues sometimes
Fixed computer station and twitch desk not being able to be corner snapped
Update: BaseRaidBench - implement firing cooldown
At least now frame time stabilizes around 150ms.
Tests: ran the scene.
Implement AnyPlayersOnBoat
Removing moss from floating walkway mats
Footer styling to match other areas
EngineOn now checks for open sails and thrust
ghost ship interior progress
Finally fixed the texture space being calculated incorrectly
merge from upkeep_convars -> hardcore_refresh
Set convars in hardcore gamemode to 5x upkeep (WIP)
Rewrite upkeep code so it can pull convars that are modified at runtime instead of being stuck with the convars it pulled when the TC was spawned
- get rid of the arrays, pull convars manually
- besides generally needing to be fixed, hardcore gamemode was changing the convar after entities were spawned
Video preview when hovering gesture item
Modify upkeep convars to make them easier to understand
- remove bracket_3_blockcount convar because it doesn't do anything (all blocks past bracket_2_blockcount are automatically in the 4th upkeep bracket)
- change descriptions to be a bit easier to understand
Gesture icon compression formats, fixes bleeding artifacts
Merge from trimmed_asset_warmup/scene_warmup
Fix Signage.PreProcess NRE on server when client components were stripped at build time
UI.Colourize shader supports SoftMask
Merge from trimmed_asset_warmup/scene_warmup
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
Show max team size in the disconnected screen error message instead of as a toast
If you are the party leader and connecting to a server that has max team size lower than your party size, prevent connecting and show a toast indicating you need to remove party members before your party can connect
- doesn't apply if max team size is zero or unable to be found
Add max team size convar to server tags & parse team size in server info
consistent button styling
Fix oversight in previous fix
Fix long range spotted debug being wrong
cleanups from main
Cleanups from main
Minor cleanups
Fix missing Trails undo message localization
Fixed particle related crashes when attached to an entity
Pointless nullptr checks for CImage when basically OOM
Apply SendSnapshot hack from base game to HLTV
Allows full update snapshot to exceed 256KB limit, up to 1MB limit.
Also updated some console messages and kick reasons to include more useful data
Remove links to dead valve websites, link to VDC (Hammer & tools)
Remove 1 more dead link from Hammer
Merge KeyValue leak fixes from TF2 SDK
Some of them were already fixed
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
Move VPK to Tools group in Visual Studio
Navigation, filter and search styling for store
- Better debug drawing of cones (more 3D)
- Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos)
- Allow looking up and down not just sideways
merge from snapping_higher_floors_hotfix
Merges from x86-64
More merges from x86-64
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
Fix DrawCone not properly handling non 2D directions
Merge from compass_gameplay
Fix and improve the previous fixes and improvements
Removing floating script from individual floating walkway pieces, dividing level into chunks instead. (WIP)