139,611 Commits over 4,352 Days - 1.34cph!
Update hatch item names and descriptions
Fix pickup and repair targets
Disabled read/write on models conflicting in last merge
Merge from main
Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches
For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
Change the button colour in command list if its been changed from the default value
Setup correct anchors for console output
Setup tooltips for each of the commands
- Include server admin commands in client autocomplete/command list
- Can run server commands without sv (they will be added automatically) for server commands
- Fix virtual scroll bugging on out the new command list
SimpleLight consistency fixes & improvements.
Office lights.
Anisotropic texture tweaks.
merge from water_ssr_taa_flicker_fix
merge from water_reflection_probe_seam_fix
merge from vclouds_macos_reflection_fix
Fixed rogue materials drawing hair cap textures over face
Fix player seed with broken eyes
fixed medieval/abyss/jungle ak holster and backpack positions
Fixed 3p flashbang player offset
a lot more weapons charm setup
fixed 3p skull player offset
Fix "Unlocked" button appearing clickable
More ent_create NPE crash fixes
vgui_slideshow_display refuses to scan invalid folders for slides
Delete a few more "test" concommands
* This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere
Add 2 new parameters to VRAD
* `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters`
Lets try rebuilding ambient cube indexes for when there are >65536 of em
Lets try making singleplayer always select first spawnpoint
* This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development
Fixed crashes with SavePresets
Fixed decal related crashes with static props
* For "clipped vertices" (whatever that means) it would crash, so we prevent that
Make template spawned entities be removed if they are not NPCs
* This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server
Do not assign client-only color_correction entities serverside
* This fixes map cleanups applying color correction that is not applied when just starting the map
fix missing shader referene
Clean up and format the whole file a bit, it was a mess
No functional changes
Set up small hunting trophy with updated rig (still not working though)
easier deployment on sloped river banks, improve river checking
Office light file tweaks & setup.
▋ ▅█▄ ▆▋▆▊▊▄▄ ▉▋▌▅▅ ▄▆▊▊▇█▊▍▆ █▌▅▄▊ █▇▇▆ ▇▄█ ▋▌ ▉█▊ ▅▍▉▆
Optim: FPTask.Run is now 0 allocs
Using reflection, manually invoke internals while sneaking in our cached callback
Tests: ran unit test
Merge from improved_network_groups/variable_cell_size
▊ ▍▊▆█▆█▉ ▅▊▄ █▍▋▇▊▇ ▋▉▄▋█▍▉▌ ▌█▋ ▍█▍▆▋▅▍ ▌▅▄▅▆▇▉ ▍▉█▋▆ ▉▅▊
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
added an alt version of the big button so they can be coloured.
easter wip wallpaper textures, icons
Wood tilable texture update
Kitchen Modular Kit updates
Add support for different entity ranges per entity
Internally the overworld now has three overlapping network group grids with different cell sizes
Players subscribe to all layers with different radii
Entities can be configured with a preference for which network layer to place them on
Icons are now processed through the backend instead of through the editor
█ █▆▊▍ ▋▄ ▉▊▅▆ ▅ ▋█▍▆▇ ▇▆█▅▉ ▍▇▊▅▄▆
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes