161,249 Commits over 4,597 Days - 1.46cph!
Merge from audio_import_changes
Also applied to water footsteps
Merge from audio_import_changes
All footsteps + impact sfx are now decompressed in memory
All ambience sfx is now streaming
Increase apartment building bounds as it was slightly too small
Serialize apartment building
Fix apartment building serializing some client only fields
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
Remove "No marker above the terrain to spawn a new marker from position" log
Sort rooms per-floor to speed up the execution time
- 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
Merge from prefab_hierarchy_flatten
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Buildfix: stop QA island modifying splats because of saving with active paint mode
Was mutating the splat textures, erroring out unity's content dir build determenism checks
Tests: ran content dir - server build, passed
Add \n for SDL_Init failed message
Make hl2.sh work with Dash and Bash, not just Bash
file.AsyncRead calls the callback on early failure
Don't force validate game if `+developer` is in the command line
Fix entities placed in scene missing preprocessing
Fix boat building in editor with flattening enabled
Fixed a couple command line params not functioning correctly
* -basedir, -condebug_filename, -pidfile on failure
Minor cleanup
Build VRAD for Linux
* This commit removes `-sky` and `-coring` parameters from VRAD which set values that are never used during map compilation
Cleanup some unused engine stuff
Fixed autosaves making console warnings
Fixed dropship container taking double damage due to double curtime
Add m_hHackTarget to SetSaveValue whitelist
Add "32-bit" label to 32 bit game client
Fixed gmod_linux not being published to Steam (oopsie)
Fixed mags staying invisible after swapping weapons mid reload
- Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel
Fixed the biofuel generator snapping to the wrong spot in corners with advanced snapping
- Corner snap now subtracts the bounds centre offset, like the wall snap already does
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Fix rotation tilt on viewmodel barrel attachment mods
Fix muzzle flash points on third person worldmodel
Remove mod compatibility for 8x scope and burst module
Optimize apartment culling
- cache transform
- early exit rooms that were already hidden
merge from main -> base_occlusion
Further tweaks to uzi drop in hackable crates, avoid it spawning "on top" of the other guns, slightly cut bolty and lr weight to limit dilution
Keep elite crate and underwater lab crate spawn the same but have it come with some ammo
merge from storepage_oct26
merging tattoo gun textures to /tattoos
Fixed players getting stuck in the computer station when the space behind the chair is blocked
- Added two dismount points beside the seat, only used once the rear three are blocked
- A refused dismount on any seat now shows a toast instead of silently doing nothing
Extend f1 console multilines up to 25 rather than 8
- Going more than 25 will make it larger than the console window
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Fixed patrol heli rocket deaths not showing the heli on the death screen
Rockets were spawned without a creator so the explosion had no attacker
- Rockets now have the heli as their creator, so it gets the kill and its avatar
- rocket_heli and rocket_heli_napalm death info points at the Rocket and Incendiary Rocket items, so it reads "with a Rocket"
Uzi loot spawns. Hackable crate, elite crate and underwater variant of crate_normal
Likely to revist this in a future update
Brutalist Rock - Adjusted hand position, updated and split models, updated prefabs
Removed all RRP condition shader keywords from the shaders
Added in M79 Grenade Launcher World Model
Bugfix: make sure ContentDirBackend serializes correctly
Tests: generated ContentDirBackend
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merge from scrap_king_building_skin - final store icon and square images
added steam quare images and final store icon to scap king sitem
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Stencils now overflow correctly in menu
add some placeholder stencils for testing
Merge: from remove_baseplayer_breadcrumbs
- Clean: remove error logs related to mystery client NRE
Tests: build simulator
scrap king - updated gibs and prefabs
Clean: remove all baseplayer NRE breadcrumbs and supporting code
Tests: none, trivial change
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.