130,594 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Merge from foliage_instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from pilot_hazmat_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deleted pilot hazmat cinematic folder
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added small power substation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create separate materials for foliage placements/instancing
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Place entrance & exit ports based on the loot direction of the map
- entrance to deep sea should be on the T2 side of the map
- exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean
- example: leave left side of map, enter on right side of ocean
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Include all the other prefabs updated when generating manifest
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Commit AK FBX that keeps being reserialized
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/portals -> deep_sea
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update -> the correct `naval_update/deep_sea` branch
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Run scene2prefab (skip HLOD)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix train tunnel entrances not linking up properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bunch of work to get the portals working
- entering the portal as a player or as a vehicle will instantly teleport the the opposite side
- portals are spawned at runtime and sized to the size of the island
- portals can be spawned at any of the 4 cardinal directions of the island
- for testing leave the island from the north side and enter the deep sea on the south
- will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing)
- teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects)
- refactor the name of some code to make it nicer
- portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar
- fix PointEntity<T> not intializating the singleton instances as soon as possible
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge static field reset code gen improvements back to main.
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjust xl picture frame placement bounds (can now place in triangle wall corner)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove extra newlines from "##### CTexture couldn't find" warning
* The warning is Linux only
Added 2 new optional args to mesh.TexCoord
* mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional.
Fixed edict exhaustion prevention affecting nextbot players
Fixed some usages of HL2_DLL clientside
* TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server
Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error)
* mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before.
* Prevents game hang, hopefully without side effects
Fixed a crash with clientside ropes on props
Basic implementation of clientside ragdoll gibs
Prevent crash to do with CSpatialPartition invalid handles
Prevent "bone write access" warnings with ClientsideRagdoll()
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix objects flagged as not allowing flattening being deleted when a parent is deleted
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove testing model for collider placement from mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Progress & terrain files.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from vclouds_default_enable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change portal GUID since it somehow conflicts with the island prefab GUID
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                gunshot_network_range_improvements -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bolty and l96 can be heard from up to 700~ meters away
Max before was around 350
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed breakdown button loc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed boots being in the wrong order in the skin viewer
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from skinviewer_boots_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                decor_lighting_dlc -> main