131,553 Commits over 4,232 Days - 1.30cph!
Merge from boat_building (set 111 deployable GroundWatch to include VehicleLarge layer)
Merge from largevehicle_groundwatch
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only
Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
Remove leftover debug message from ElectricWindmill
Remove leftover debug message from ElectricWindmill
merge from main/naval_update/boat_plank_sounds
merge from main/naval_update/boat_wheel_sounds
sounds for most of the modular boats and related deployables (few bits still WIP)
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
scientist_boat_ai -> naval_update
Fix muzzle flash not spawning at the right location for the right pt boat turret
scientist_boat_ai -> naval_update
Added "Super Chiby" font for balloons, fix references on prefabs
- Fix boats sometimes spawning with weird rotation values
- Delay enabling leg renderers till a bit later to prevent them not turning on sometimes?
- More changes to leg animator settings to prevent ocean waves from causing the legs to have a freak out
- Bring back LOD for turning on or off leg animators
Extend the tugboat deployable sanity check tool to also add the VehicleLarge layer to the groundwatch layer mask for any VehicleLarge capable deployables.
Ran the tool and added the layer to 130 deployables.
Rework text displaying on party balloons to accomodate all the different shapes, added multiple parameters to improve variability and conformity to mesh.
Added text display to all applicable balloons
Fixed Lua error with "" for rope material
Fix nullptr crashes (on game exit?) to do with HTML panels (CEF)
Make Zombine use zombie blood color
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add missing attachments to Combine APC model
So the player's view is not in the ground if they somehow got into the APC
prop_vehicle_apc code tweaks
* You can now actually exit the APC if you got into a non locked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC
Merge: from hackweek_jit_explorer
- Buildfix for missing type definitions
Tests: built scripts in all editor modes
Buildfix: move type declarations to JITViewer
Tests: compiled scripts in all editor build modes
Cherry picking
137160 instead of merging from main (getting client compilation error from 137130)
- Fixed more issues with poor AI mounted turret aiming
- Ensure rear turret does the correct checks (it has an inverted forward)
- Ensure leg renderers are disabled when player model is thrown in the pool
- Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
lumberjack hoodie prefab update
Heavy Scientist repose/lods
audio changes on the double and single 50cal turrets
handmade sight refresh LOD 0 and LODs
painted + bare metal textue variants for explosives component box, plus LODs
marging last stuff from hackweek before I forget
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wip compile fixes (PC crashed killed my library, still importing to test)
merge from main -> birthday2025
Include Vehicle_Large layer in stability notifications