133,804 Commits over 4,262 Days - 1.31cph!
- Some dynamic sizing so the profiler plays better on smaller screen sizes
- Add large overall scroll view, so we can scroll around the main view if its too small
added new sounds for the salvaged axe
merge from cargo_ladder_fix
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Updating paintball gun qorld model rig with new mesh
merge from entity_label_fixes 🏷️
Updating paintball gin hierarchy
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Run entity label clean tool
Run manifest
Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Fix bug causing incorrect labels for some entities
Adding crude gesture v4 anim fbxs
Fixed decals not rendering in Hammer
Limit physics rescaling to prop_physics and sent_anim
Re-add model scale to prop_dynamic in Hammer
It works visually.
Fixed Lua error with "" for rope material
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add `cable_dx8` to rope shader whitelist
* Whyyyy is it DX8
Combine Mine relationship adjustments
* Doesn't attack Combine Gunship, Manhacks, Stalkers
* Always attacks barnacles
* Respects IgnorePlayer and DisableAI settings
Fixed client D.O.G. ragdolls leaving behind ropes on removal
Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
Prevent NPC animation events firing pistol weapons
* Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use.
Fix Alyx firing 357 spawning reload shells
Fixed nextbots in Source saves crashing on load
Fix map load crashes with that one map I was sent
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Apply the same fix for func_proprrespawnzone
* Of it not being tracked properly like clientside physics props
PR: Prevent recreating `GhostEntity` every tick with some tools
Pull Request: Fixed wrong motor torque axis
* Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
Fix Lua errors in Sandbox derived gamemodes without spawnmenu
Fix main menu Lua errors when start that one map
Reimplement kickid from scratch
The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with)
As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument)
Patch some models
cs_fix.mdl - Fixed it not loading
zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models
Rework internals of Player.Kick and game.KickID
* They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end.
Fix an issue with CBasePlayer::Kick
Fix new Lua error with spawnmenu again
* Why was it "HangOpen" and not "SetHangOpen" for spawnmenu..
Probably fixed floating addons on Linux
Ensure we don't load saverestore files from mountable games
Fixed a regression with Entity:CreateParticleEffect when using tables
setting up paintball gun 3p animations
Update: hooked up the crude queue, added server var
- partial codegen (Grid<T> borkage)
- Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache
Can move on to other queue impls
Tests: craggy, toggled default and batched mode
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself
Fixes ghost ship loot respawning on server restarts
S2P all islands again, missed some spawn groups that were still disabling save
Paintball Gun - added more tape to hopper
merge from main to fix playmode
Fix playmode being broken due to outdated protobuf serializer or merge conflict.
Make grid constructor parameters optional to support static field codegen.
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
fixed isredirect of on rpg so it now skins back to rocket launcher
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
- Remove logs
- Codegen
- Cleanup
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn
Fixed ores respawning
Added deepsea.printloot command
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions
- Cleanup
- Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection
- Append new packets to a prexisting list rather than worrying about indicies and a fixed array size
- Snapshot size finally reflects packets captured
merge boat perf optimizations to main
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Mummywraps female top and bottom reposed
Use child entity count for MotionToggle cache invalidation.
* Remove the need for HasValidMesh() on LOD components
* Renamed a bunch of things for clarity
Wrapped the new time tracking in editor defines
TC's now cache their allowed construction items in a ListHashSet for faster checks
Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call)
Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot
This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move
Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Fixed deep sea dwelling spawning their NPC and crates again after a server restart
They now spawn once when the deep sea opens
Also load balanced the whole thing so we don't spawn too much stuff at the same time