249,510 Commits over 3,959 Days - 2.63cph!
Add reason to "Unmounting addon X" message
Attempt to fix weird Linux filesystem crash
Replace zoom sound with something that isn't played in 2d, across the whole map
Try to update the round state team properly when the team changes, but doesn't change count
Order weapons in player marker panel
Bit of protection in scoped weapon
Relaxed the seismic sensor distance checks to mitigate wall thickness
Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
Fixed scene selection not updating when switching active scene
Scene tab fixes
- Fix scene tabs being invisible when restoring layout
- Save/restore scene tab position in window state
- Place new scene tabs with existing scene tab when possible
Calculate eye height in a way that works for non-local clients, reduced anim weight significantly
fixes
cleanup
more images
async events reworking
fix async timer
remove card IsDirty
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
Set a few culling convars to admin-only as changing them might cause problems
correct protobuf entity name - no serialized data yet, so keeping the same field id
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marge from hackweek_renderlod_collapse
merge from ScrapHeliSpeedoFix
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Let's fix this properly.
- ALLOW swaps that take an item in a stack-limited container and try to swap it with another item that's stacked more than the container allows.
- TRY to take just one from that stack and leave the rest in the old inventory, while also depositing the item that was dragged out.
- CANCEL the process if the player has no inventory space for the new item (since unlike a normal drag-swap, we need an extra slot for the split item).
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Example graph for model-space additive blending implementation
Frontier Hazmat viewmodel
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
Lods + bakedLOD textures/material
Revert
98139. This revert:
- Fixes hover looting stacks of items into containers with an item limit less than the current amount on the stack.
- Fixes the same issue for right-click looting.
- Breaks drag-swapping two valid items between inventory and a container with an item limit less than the current amount on the stack (e.g. dragging a stack of engine components into a modular car engine slot that already has a component of a different tier - all but one item on the stack will be lost).
FPArms: new shared sprint in/out additive transitions
Validate CurrentWeapon just in case
Add PickupResult, allow picking up several grenades (one of each type for now)
Group weapons by slot, so grenades are in the same row
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Add convars to all of profiling analytics
- profiling_server to enable / disable feature (instead of relying on if upload url is provided)
- profiling_{feature} for each part we measure
Don't apply damage multipliers to melee damage
Round up player marker health
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industrial lightmap update
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
Add rib select to edge selection
Fixed bots not receiving spawn confirmation
New player marker style, shows weapons, HP, is smaller