146,433 Commits over 4,444 Days - 1.37cph!
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
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Fixed guitare skin viewer framing
Fixed table skins not loading in the skin viewer
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Merge: from stringview_indexof_fix
Initial attempt at a Train Ai that can patrol our existing rail network:
- Based off the backend systems for Boat AI
- Will reverse at dead ends
- Will only work if theres a driver in the train car
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match
This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf
Tests: ran unit tests, they pass
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Update(tests): add a unit test case for StringView.IndexOf failing edge case
Tests: test fails as expected
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
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Apartments compelx communal areas progress
Ground floor lobby dressing and lighting
Probably fixed CGameClient::Reconnect
Combine APC vehicle tweaks
* Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes
* APC can now explode without a driver
* Prevent potential crashes at entity limit
Fixed m_UseFastClipping being set to a pseudo-random value on game start
DxSupport tweaks
* Reduce cl_detaildist to 3k from 4k
* Delete dxsupport_sp, dxsupport_episodic (unused files)
* Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit
* Disable support for dxsupport_override.cfg (unnecessary)
Fixed DxSupport loader parsing numbers from hex to decimal twice
* KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore.
Remove obsolete convars from dxsupport
* mat_parallaxmap, r_decal_cullsize
Fixes for 64bit Hammer displacement tools
Fix annoying compile warnings about hiding global/member with same name
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend
Hammer tweaks & fixes
* Prevent spam about missing $spriteFrame
* Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material
* Make env_sprite placeholder box different color from env_sprite_clientside
* Sprite helpers inherit entity color, so env_sprite's show correct color
Fixed Hammer carve wiping all overlay faces, even if they are not carved
* Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
Delete dxsupport files from bin/win64/ (no longer used)
Move vtex.ico into src/utils/vtex/ from game/bin/
fix underwater post processing not working in proc map
Fixed issue allow random position to fall outside of the targeting radius.
Reworked to also be more random and less weighted around center of targeting radius.
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merge from main -> apartment_complex_monument
merge from main -> PlayerMaintainedMonuments
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DLC industrial light recovery. Fixed skewed tones.
Glass AR - texture update
Updated AO resolution for all bdu and ballistic items
Updated textures resolution for ballistic leg armour and ballistic helmet.
Fix rotation/offset bug now I can actually see what the thrusters are meant to be doing.
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removed corridor fbx from blockers folder
Static version of industrial barricade for material checking
Add ability to send and load delta changes in the player metabolism system. Use a header mask bit to discern whats in the proto
Bugfix: StringView.IndexOf - handle seraching for empty same way as string
- amended unit tests to enforce mathicng results check
Tests: ran unit tests
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merge from storepage_industrial
Added ConVar.Satellite.show_thruster_effects to toggle editor debug display.
Some wip refactor/cleanup.
Added branded 9x16 media for pack showcase
edited vm empty magazine reload animation so it looks like the mag release button is pressed