243,379 Commits over 3,898 Days - 2.60cph!
CMaterialSystem2::GetVfxPlatformType default to SPIRV
cherrypicking ArtBugFixes_2024/BradleyHeliCrate_Fixes
cherrypicking
94140 - added addtional switch to mp5 to fix the missing fire selector on right side of mp5
game is now playable | ignoring the rest of this branch
merge from fix_backpack_ui_stuck
merge from static_props_02
cherrypicking
94300 - updated santa beard to use the newer burlap sack world model when dropped
merge from passthroughUI_delay_fix
updated terrain at the back of mills shipping co building
missing ladder segment on H2
S2P both Harbors
barge water culling volume water visibility fix
fixed harbor_grounds_a collider offset
Leaderboard backup, run #
10587
Merge from harbor_tweaks_4_cargoship
Merge from media_projects/24_04
Fix attempt for ActualDeptOfFieldAperture server compile error
Merge from militaryflamethrower_2024
Merge minigun compile fix
Fix attempt for ActualDeptOfFieldAperture server compile error
Enable r/w on swing bridge collision meshes
Another tugboat spawn change for harbor_2
Moved tugboat spawns in both harbors to the other side of the island
Fix minigun server compile
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