130,433 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Make preview crosshair size more similar to the real crosshair, it was very slightly off before
                
                
                
                
             
         
        
            
            
            
                
                Fixed warmup method not waiting before calling PostWarmupPage
                
                
                
                
             
         
        
            
            
            
                
                Fixed a crash with cl_pdump
Fixed an issue with HUDShouldDraw
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Fixed clientside sounds not firing SWEP:FireAnimationEvent
Fixed NPC.IsUnforgettable not returning anything
Update DoD:S player model fallbacks
Throw an engine error when trying to request invalid shader param
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Manually update player model fallback texture changes/deletions
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
TTT: Custom radio button support (Community Contribution)
* Add custom T Radio sound support and extra default sounds
Reduce healing sound count for TTT radio
It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds.
TTT: Russian and Turskish language updates (Community Contributions)
TTT: Prevent the round start info box from stacking
TTT: Fixed "Tried to create font 'X from a game font" warnings
Remove mat_remoteshadercompile (does nothing)
Fail build when VPK.EXE fails to run
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Lightmapped_4WayBlend shader
                
                
                
                
             
         
        
            
            
            
                
                Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_max_hp -> main
                
                
                
                
             
         
        
            
            
            
                
                - fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
                
                
                
                
             
         
        
            
            
            
                
                Code review: 
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> modding_max_hp
                
                
                
                
             
         
        
            
            
            
                
                Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
                
                
                
                
             
         
        
            
            
            
                
                ▆▆▉▊▅ ▌▄▊▆▅▊▉▄ - ▅▍▋▇▇▅▊ ▆▆▆▅, ▆█▋▋█ ▅▍▇▋
                
                
                
                
             
         
        
            
            
            
                
                Halloween Wallpaper - Final textures, WIP Icon placeholder
                
                
                
                
             
         
        
        
            
            
            
                
                 Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
                
                
                
                
             
         
        
            
            
            
                
                Boat building station triggers setup.
Cleanup.
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_turret_interference_order -> main
                
                
                
                
             
         
        
            
            
            
                
                merge client_io_standalone_lines to naval_update
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
                
                
                
                
             
         
        
            
            
            
                
                Serialize list of interfering turrets during save so we can restore the same state after restart
                
                
                
                
             
         
        
            
            
            
                
                Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
                
                
                
                
             
         
        
        
            
            
            
                
                Added a generic await WaitForWarmedUp method in UI_Page
                
                
                
                
             
         
        
            
            
            
                
                Fixed a tmp nre caused by UI_Page text caching
                
                
                
                
             
         
        
            
            
            
                
                Added comments in store warmup methods
                
                
                
                
             
         
        
            
            
            
                
                Anim updates for smg and l96
                
                
                
                
             
         
        
            
            
            
                
                Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
                
                
                
                
             
         
        
            
            
            
                
                Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
                
                
                
                
             
         
        
            
            
            
                
                Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
                
                
                
                
             
         
        
            
            
            
                
                added some mannequin prefab variants for poses
                
                
                
                
             
         
        
            
            
            
                
                merge from workshop_colourpicker -> main
                
                
                
                
             
         
        
        
            
            
            
                
                centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
                
                
                
                
             
         
        
            
            
            
                
                Can attach boat AI to an existing RHIB 
Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
                
                
                
                
             
         
        
            
            
            
                
                Added optional blinking and scrolling features for emission on the standard shader
                
                
                
                
             
         
        
        
            
            
            
                
                re added skeletonjail prefab
                
                
                
                
             
         
        
            
            
            
                
                security prison lod distances and bug fixes. 
hanging tarp collision fixes. 
skeletonjail lods and prefab
                
                
                
                
             
         
        
            
            
            
                
                placeholder halloween wallpaper skin assets
                
                
                
                
             
         
        
            
            
            
                
                █▉▊██▄▉ ▄▅▅▊▄▍█▄ ▅█▄▉ ▊▋ ▇▊▆▊ ▋▋█▋▆▌▇▋▋ ▄█▊ ▇▆▋▄▅▆▆ ▆▅▅▆▍▌▇▄▉▊ ▌▅ ▍█▋▊▇▄▇ ▍▆▆▆▅, █▉█▅ ▋▌▊▉▄▇▄▉▊ █▉▌▌ ▌▌▅▌▌▉▆ ▉▊ ▇▍▌▆▄▍▌ ▍▋▇▇▆▆▊
- ▄▇▄▉▇▆▄ ▌▉█▅▇▇▅▇▊▄▆▉ ▅█▊▋▌▇▄▊ ▊▋ ▆█▊▉▅▅▉▌▍ ▍▆ ▊▉▇▇ ▅▊▊ ▋▊▅▇▅▊ ▅▆▇▉
- ▅▆▇▉▇▅▇▍ █▋▆▍▌▋▄▆ ▆▉▍ ▇█▋▋█▍▄▉▌▇▍█ ▍▋▍▊▋▊▋▆ ▇▄▇▊▌█▋▋
                
                
                
                
             
         
        
            
            
            
                
                fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
                
                
                
                
             
         
        
        
            
            
            
                
                ▇▇▌▊▊ ▉▋▄▊▊▊▍▅ - █▆▊▋▉█▄ ▅▇▍▌▆▆▆▍ ▊▍█ ▇▅▊▊▆▇▉▊█
                
                
                
                
             
         
        
            
            
            
                
                Gesture menu now reliably waits for the store to be 100% warmed up before being initialised
Pages cannot be warmed up twice when using the skip main menu warmup editor setting
Refactored pages warmup
                
                
                
                
             
         
        
        
            
            
            
                
                Add ClientIOLineEditor to allow for creating lines without requiring an entity.