249,291 Commits over 3,959 Days - 2.62cph!
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android)
Merge branch 'master' into ui-changes
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android)
Remove prefix restrictions from IsValidModel
shatterglass materials/textures
senses only get updated if an active state event needs them, capped to an interval.
senses memory stores a separate list of player-only entities.
player detected event now takes a % of max range as parameter, not a distance.
Added "decalSpecularExp" to sheet.h so decal sheet will build
AIBrainSenses.
Added senses to brain.
Pass senses to events.
Created IRuntimeAsset (this is bad naming, review)
SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
Notification menu category styling
Compiled sounds
Added JsonToKeyValues3 to EngineGlue
Added Entity.EmitSound
Create keyvalues3.def
Create soundeventmanager.def
WIP can define sound events in code
Studio models now initialise their contents when creating a physobj
WIP Satellite dish level refresh
A bunch of Rust sounds
Deleting these soundstacks
Deleting these soundevents
Add soundstacks_hlvr_core to the manifest
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Glass and decals didn't play nicely on taxi module (spaced out from the renderer, sometimes wrong angle, all decals were cleared together even on the stronger glass front that hadn't broken yet). Changed glass physic material (sic) to Generic to remove decals.
fixed taxi roof collision
Allow cars hitting road signs to keep most of their velocity if the sign is destroyed on the next tick
Adjusted phonebooth road offset (was 1.2, now 1.5) to move further away from roadsigns
Bespoke dressing for new junkyard
Show incoming call number on the ringing and call in progress UI states
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Applying TerrainFetch results to cliff.
Fix kick button not working from rear seats module
- Added support for conditionals based on module exact match, rather than just module type.
- Added support for storage module sub-entities to be conditional themselves.
- Used the above new features to no longer show the dropbox or kick button if one taxi module is behind another.
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Finished northwest terrain
Junkyard area.
Base height fix.
Make sure contenticon.lua is identical on main compared to github
Fixed not being able to unfocus text entries
Added PLAYER.MaxArmor to player class system
More sane maximum value for thrusters
Avoids crashing issues
Added mp_falldamage to Sandbox start new game
Fixed skins not updating when their parent changes skin
Fixed gui.OpenURL's popup not working well with modal panels
Fixed whereis for floating .gma files
Improvements to DMenu while parented to modal panel
DProperties better handles missing control types
Fixed 2 bugs with ENT:TriggerOutput
1. It was ignoring the Source's internal IO queue
2. There was a bug where auto deleting any outputs due to limited amount of fires would cause certain outputs to no longer work
Remove the old Portuguese translation file (it was renamed)
Added the missing TTT translation file (Português (Brasil))
Updated TTT: Changed a bunch of default values for convars (Community)
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Backup (broken base height)
Turn on Android's junk shadows for the map focus button
Hook up the device search box
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Merge from terrain_shader
Metallic version of ApplyTerrain
Junkyard WIP
Junkyard Mounds material uses specular shader instead of metallic. (Was being fed spec textures, and had inconsistent spec with terrain)
Moving to SampleTerrain methods.