194,101 Commits over 4,079 Days - 1.98cph!
merge from hackweek_better_mountable_editor
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
Shrink the start tutorial button in the options menu
Merge from getdefinitions_fix
Merge from dome_collider_fixes
▊▅▍█▉ ▅▄▋▍ ▍▊▍_▊▍▉▌▆▋_▉▉▉
Merge from vanilla_tc_gibs
Merge from binocular_chat
Fixed water overlay post effect getting stuck at NaN weight in playground scene
Bakes and coliders for all hill cliffs
Prefabs tweaks
Material tweaks for all cliffs
Added temp mesh culling
Temporary fix for projectile violation when hitting a wolf's butt
Fix wolf not circling, add flee behaviour
Fix wolf overshooting destination, adapt roaming speed to how far is destination
Start work on wolf roam state
Fix wolf getting stuck in some situations
Added a deploy offset to wallpaper construction prefabs, fixing the false positives and negatives line of sight checks
Increased the max place distance
Add rcon errors in profiling analytics
Improve rcon error exception logging
Reuse blob options and http headers instead of recreating them every uploader lifecycle
Tweaked some electrical component positions to avoid clipping with wallpaper
Prevent wolves being too synchronized by adding a random delay
Fix wolf sliding during some montages
Integrate spine animator and look animator
Merge from hackweek_optimize_statics
hc revolver updates:
- rigged worldmodel
- renamed worldmodels with w_ convention
- Added unpacked fbx to .worldmodel and setup
- Set up .entity with correct model
- added 3p override controller
- added rough 3p anims
Merge from entitymenu_codegen_optimize
Update vortigaunt model to have EP2 animation preference
Fixes EP2 intro scene with alyx and antlions
Antlion, Zombie and Fast Zombie models from Episode 2
They have missing animations used in episodes, and appear to be backwards compatible.
Fix wolves going very fast
Wallpaper now has health and protection (still need to tweak the values)
Modify AI debug code to not require the removal IClientComponent or IServerComponent
Add a custom version of the require component attribute that works with our IClient and IServerComponents
Add initshared and destroyshared to entityComponent
player model preview handling mountpoint rotation
more mount position handles
- position handles
- fixed cache issue with removing mount positions
- ▅▆▊▉ ▄▆▌▉▄▊▅▉▊▋▅▍ ▆▆▉▅▊▍▇ ▉▄ █▄▇▌▆▉▅▋▉▌▄█▉
- ▊▊█▍ ▌▍▆▅█▊ ▍▍ ▇▄█▍ ▆▆▍▄▉▉ (▆▉▊▌▄ ▍▋ ▅▌▄▉▊▉▌▊▋▄▇▆▌▄) ▇▇▍▌▉ ▋▋ ▆▊▄▇▄▅█▍▆▄▍▇█▇
second pass on mount position scene gui
- cached inactive GOs, disabled in hierarchy
- animation sampled for pose only if the mount position changes
- rendered with separate command buffer for more control
- toggleable
Add "Browse" button to env_spritetrail in Hammer
Fixed Rollermine visuals when it is hacked
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Fixed a copypaste error in edit_sky
Fixed crash with threaded addon file access
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed changelevel crash to do with ragdolls
Only damage wallpaper when hitting the soft-side of the building block
fixed rotations on jutting cliffs prefabs