140,865 Commits over 4,352 Days - 1.35cph!
Bowless Crossbow - split bowstring to different material to allow UV scrolling when animated
Gesture audio event updates
merge from new_console-ui
Console background blur matches the old console, blur is stronger when the main menu is open
Set up hair sets to debug seed issues
fpb-config: 2022.3.41f1 -> 6000.3.11f1
Gesture animation polish pass - start/end pose update and timing adjustments
merge from new_console-ui
Restored [?] color in autocomplete
Fixed console auto complete not working well with chained commands
Server admin UI:
- Fixed player list mask
- Added scrollbars to player and UGC lists
Merge from terrain_renderer
Remove debug colour terrain instance data
Remove terrain mesh collider tests
Disable on deepsea
Update terrain quality on init
merge from skinviewer_easter
New rustige egg skin viewer music
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button
Update butcher knife offset, very minor change
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
Fix FoliagePlacements when using MeshRootTerrain
Fix merge issues
Fix non-procedural scenes where the terrainRenderer has not been setup
Clean up Geoclipmap debug code
Fixed a bunch of gestures set to loop incorrectly
Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes
Prevents the state machine switching to the idle state and still being visible during the fade
Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
water wheel deploy fires effects instead of using RPC
footsteps now play when a player pushing the water wheel
Female head UVset updates
Disabled Has Exit Time on the SItting -> Exit animation state
The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts
This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts
It always did this, but because the default sit animation was a single frame it was unnoticable
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame
This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
fix sky compositing regression
Merge from projectile_visibility_fix
Fix projectile effects instigated by other players spawning under the map
Updated UVsets on FemaleAverage LODs for hair caps
Update branch
- Fix download_server_list command not passing whether to include empty servers or not
Switch Snark/Tripmine/Satchel to HL1MP base for prediction
Jiggle bones, NPC blinking and IK to use doubles
HL:S weapon high curtime fixes
More double curtime work
CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime
Some NPC improvements at high curtime
* Scanners, Task/Schedule system, gargantua, hunter, gravity gun
Change beam related variables to doubles
Player anim state doubles
More bone setup conversion to doubles
* C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges
Particle system doubles
Apply fmod for CurrentTime matproxy
* Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly
Double curtime for closecaptions
Switch EmitSound delays to doubles
merge from main -> fix_server_browser_compression
▍ ▍▄▉▆▋ ▅▊▇▍ ▆▊▊▅▉▇▇▆▅██▅▉▍▌▄▉▉▄▍▍▇▍▅▅ ▋▌ ▄▋▄▅
█ ▊▇▇ ▌▍▋▅▅▉█ ▌▍▉▌▋▍ ▊▅▄▆ ▌▇▊▋▇ ▊▍ ▋▄▊▅▉▅ ▋▊▄▇▉█ ▇▆▍ ▊▌ ▉▍▊▉▌▄▄ ▇▄▌▉▇▋▉█▆ ▋▇▄▍▇▆▌▌▅▊▉▅▊▋▄▍▊▋ ▆█▄▇▌ ▄▊▌█ ▇▅ ▇▇▋▄ ▆▉▌▌ ▋█▆▄▋▇ ▆▉▍▊▇ ▌▊▊ ▍▇▍▅█ ▉▄ ▆▉▋▉ ▊▌▇▋