243,203 Commits over 3,898 Days - 2.60cph!
Shrink container spawn check slightly
Merge from harbor_tweaks_4_cargoship
Adjusted cargo dock position in harbor_2
Removed all RendererBatch components from the container dressing
Marked all MeshCull scripts in the dressing as dynamic
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables)
Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks
Anim file deletes + backups
Merge from media_projects/24_04
restored open/close sounds
Merge from militaryflamethrower_2024
Merge from harbor_tweaks_4_cargoship
Don't look at parent entities for players, because we want a mounted player's bullets to still hit the vehicle they're mounted to. DO look at parent entities for vehicles etc, so they can't shoot themselves
Clear any existing cargo containers on a ship when docking process begins
Fixed autoturrets + attack heli turrets, which I broke in
94719 when adding server-side bullet thickness support
Lua file clean ups
* Mostly deprecated functions removals
* Replaced usage of DImage:SetMaterial with SetImage when the argument is a string
* Removed usages of Tool:GetSWEP() => Tool:GetWeapon()
* Removed some remaining usages of self.Entity
* Fixed Winch right click not setting rope color correctly
* Removed arguments provided to EnableVerticalScrollbar (it has no arguments)
* More misc (unused/missing) function argument related clean ups
Enable "permanent failure" check on SRCDS steam logon failure
Was commented out because it required a newer SDK version, which we now have.
Basically will login anonymously if the GLST is invalid I think
Prevent ent_create player
Gravity Gun obeys sv_defaultdeployspeed
Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4
Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE)
Remove mat_stub
Fixed a crash with gameui_show_dialog and remove the concommand
Potential crash fixes to do with traces
Adjusted cargo ship docking position at harbor_1 so that the swing bridge can close
Fixed the second static crane not swinging out of the way when the ship departs
Restored upkeep cost, moved detailed colliders to the Deployed layer
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
Remove HLSL/GLSL compatibility funcs
Delete unused Gather4Red macros
Use normal precise keyword
Piss off Dx9Sampler
What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics
Unused tessellation macros
vr_cubemap_fog include common_samplers
Fuck these Front/BackFace macros
Useless redefines
Made the docking test map smaller again
Remove prefab context scene camera as well
Removed TOD Sky stuff from Prefab_Context_scene. Keeping it very simple. Background is now black.
retro tc lods, collision, updated textures
Made Prefab_Context_scene darker so that models, colliders etc can be seen more clearly against the background
Make cargo ship door LODs dynamic
Show picked up items on ui
Extended crane arm cylinder length
WIP ch47 test scenes/prefabs
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids
vfx_vulkan: improve error feedback
Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
FishSwarm spawning is load balanced
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
tweaked grounds at harbor_1 for bridge pos
Fixed egress working if it was in the process of actually entering or leaving harbor
Fixed harbor 1 to work with new path
Harbor_2: extended dock ladders and volumes
lowered surface around swivel bridge by 1.25m on both harbor ground meshes
touched up terrain accordingly
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
texture tweaks, combined mesh
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Fixed muzzle orientation again
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