248,557 Commits over 3,928 Days - 2.64cph!
Added ParsedDialogue class and DialogueEntry.GetParsedDialogue(). Includes support for <pause:time> tags
First Pass on DialogueBubbleUI, Cutscene Manager now displays dialogue via this Panel.
CameraTargets now have EditorHandles and Gizmos, rework their functionality too.
Created basic Dialogue Component
Rewrote CutsceneManager to take in Dialogue instead of MovieClips. Remade the test cutscene to work with the rewrite.
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Fixed airfield sometimes spawning too close to river
Add JSON converters for InputDefinition / OutputDefinition
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
Make Resource IValid, not valid when not yet loaded/missing
Replacing deleted assets is treated as new, triggers reload events properly
Deleting/replacing prefabs updates instances in open scenes
Prefabs: register promise for missing source files, update inspector UI to show missing
Add chunky mode to ResourceControlWidget
HCR viewmodel - removed sway from ADS fire anim
Optim: lazy-allocate Sound Modulator lists
- Added an assert to trigger when we try to remove a modulator we don't own
Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better.
Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
Update: don't expose modulators outside of SoundModulation
- Changed printEngineSounds cmd to update more detialed info while removing redundant info
- Simplified checks since we can now guarantee that our object is safe by construction.
Tests: drove around in a car and checked the output in console.
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
exported wolf run attack shorter anim and edited wolf prowl anim
Make wolves run away if they are hit by fire, improve blackboard vislog
Fixed DropEntityIfHeld affecting all players holding anything
Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work
Also now affects Physics Gun, for consistency with other such functions.
it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it.
Fixed Close Caption HUD being disabled by sethudvisibility input
Update .gitignore
Fix MatSelect erroring on select if not given a convar
Added MatSelect.OnSelect and OnRightClick
Improvements to PropSelect to match MatSelect
Implement Panel:Clear
Added OnSelect hook
Added OnRightClick hook
Fixed errors when not given a convar
Added FindModelByValue
Added SelectModel
Fixed Lua errors when loading a save that had tools that no longer exist
Pull Request: game icons in game list in main menu
Updated HL1MP icon to match its Steam icon
Display the command that is not bound in Hints, when no key is bound for it
Pull Request: "SAM" support for TTT bans
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Particle system changes
Added:
Set child control points from particle positions - set orientation
Set control points from particle positions
Set per child control point from particle position
Remap Distance Between Two Control Points to Scalar - output is scalar of current value
Remap Distance Between Two Control Points to CP
Remap Percentage Between Two Control Points to Scalar
Remap Percentage Between Two Control Points to Vector
Set Control Point To Player - Use Eye Orientation
Set CP Offset to CP Percentage Between Two Control Points
Cull when crossing sphere
Fix some compile warnings (Hammer)
Ported even more particle operators from CS:GO
C_OP_SetControlPointToImpactPoint
C_OP_RemapSpeed
C_OP_RemapCPtoVector
C_OP_RemapBoundingVolumetoCP
C_OP_RemapVelocityToVector
C_OP_RemapCPVelocityToVector
C_OP_RemapAverageScalarValuetoCP
C_OP_RampScalarLinear
C_OP_RampScalarSpline
C_OP_RampScalarSplineSimple
C_OP_RampScalarLinearSimple
C_OP_NormalLock
C_OP_SetControlPointRotation
C_OP_SetCPOrientationToDirection
C_OP_LerpVector
C_OP_LerpScalar
More csgo particle operators
C_OP_RemapControlPointDirectionToVector
C_OP_NormalizeVector
C_OP_RotateVector
C_OP_ClampScalar
C_OP_ClampVector
C_OP_InheritFromParentParticles
New CS:GO particle initializers
C_INIT_OffsetVectorToVector
C_INIT_RemapSpeedToScalar
C_INIT_NormalAlignToCP
C_INIT_NormalOffset
C_INIT_SequenceFromCP
C_INIT_InheritFromParentParticles
C_INIT_RemapInitialDirectionToCPToVector
C_INIT_RemapInitialCPDirectionToRotation
implement particlefield_rotation selector for PET
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
more shield texture updates.
Bugfix: Cleanup leaking Sound modulators
- Sound now gets notified when it gets retired
- Moved cleanup from Init to Retire and added safety asserts to Init
- Recycle more of SoundModulation state (revealed that we have more storage than modulators)
Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
option to set start point
More stages
-Shield texture updates
-LODs + settings
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
merge from world_update_2
Fix map fog sometimes not scaling by fogcontroller
Fix duplicate not working on NotSaved gameobjects
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Prevent harbors and ferry terminal from spawning on top of rivers
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
Make flame thrower and fire arrow more reliably scare wolves
Rename project file
Move UI to its own folder
Add IPlayerEvent
Add PlayerFallDamage, player can die
Update walker.sbproj
Ragdoll collision rules
Hud
Update scene/prefab
Inventory system, suicide, stats
world_update_2 -> radioactive_water
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
Wood Pile:
Balancing changes
Increased size of grass displacement map
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
merge from terrain-smoothness
merge from world_update_2
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)