201,602 Commits over 4,171 Days - 2.01cph!
Fixed corpse repositionning failing
import option tweak to watertight hatch spec map
Merge: from parallel_validatemove
- minor server demo playback bugfix
- extra debug logging for baseplayer destruction when UsePlayerUpdateJobs is enabled
Tests: build tests
Clean: fixing broken formatting that snuck in on main
Tests: none, trivial changes
Merge: from main
Tests: none, no conflicts
Debug: adding sanity debug error logs to baseplayer OnDisable and OnDestroy
Hoping to catch where it's coming from
Tests: local build tests
Fixing skinning for outbreak scientist
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boomerang -> jungle_update
- Prevent different boomerang items from being able to catch other boomerang items (eg boomerang 2 item catching boomerang 1 in the air)
- Harden check logic on boomerang catch (server & client)
Rustige Egg G - Enabled generate mipmaps for icon
Adobe Wall and Gate setup
Fix issue detecting if boomerang has finished its curve
Blowpipe animation pass and blend adjustments
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
merge from monuments_bug_fixes_0325
Hide Shoes - Added spec texture and pluggen in AO texture to material
Continuing progress on piper nigrum vines. Fixed COL issue with rubble asset.
fixed incorrect gibs assigned to L shaped stairs jungle skin
bread heal over time instead of instant heal
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softened a crease in canyon_c terrain
updated cliff rock position at WTP
Merge from softcore_update
Made the new corpses immortal
Merge from softcore_update
Fix buffer clearing compute dispatch count, array disposal, add scale world to object matrix, restore old functionality for comparisons
Added icons to sleeping bag corpses on the map and respawn screens
Pass whether a bag is a corpse in the respawn option data
Copy deployer id and bag name to destroyed version
Hook up towel corpse
Hooked up dirt layer component on sleeping bag corpse, works with skins
Merge from clear_bushes_radius
Attack VFX (Not using IK script for now because script bug.)
Move where balloon force limit is enforced
Update verbosity of "Out-of-range value" warnings
Now includes parent array name, and the entity index
Fixed pose parameters sometimes getting garbage values
Balloon dupes check for missing values
This isn't extensive enough, other tools still need to do this as well
TTT: Crosshair Customization (Community Contribution)
Fixed another potentially uninited variable issue
Enable network protocol breaking changes
Bump versions
Reapply bone manipulate level transition fix
Removed some more test entities that should've never been shipped
Restore missing file used exclusively by this beta
Fixed missing $bottommaterial material causing massive FPS loss
It was trying to load the material every frame while underwater.
Also fix potential NPE crash with water textures/materials.
Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc)
Added mp_weaponrespawn
Moved some functionality tied to mp_weaponstay in recent change to a new convar.
This is meant to affect HL2DM maps
Added `Ignore Solid` for point_spotlight in FGD
Updated TTT
Fixed unintentional global variable
Updated localization files
Fixed a crash in trace code that could happen after a changelevel
merge from softcore_update -> aux2
merge from respawn_changes -> softcore_update
When respawning and trying to reclaim items, drop extra items in a dropped bag
Switch dropped bag from white -> corpse bag when dropping extra reclaim loot