192,400 Commits over 4,049 Days - 1.98cph!
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
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adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
missing TowingJointBreakDebug file
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
Show a colour in the Preset select editor
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements
fixed negative scale on dracula cape worldmodel collider
Add a confirmation prompt when overwriting a pose
teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
client-only compile fixes
Slight renaming of button labels on PoseTools
Undo changes to m_OverrideSubMaterials
- Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
Wildlife hazards can now also inflict basic damage when a hazard is failed.
Setup snake bite damage.