142,379 Commits over 4,383 Days - 1.35cph!
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- Fix bugs with suggestions not being clickable
- More final polish
- Final style changes
- Added suggestions area in admin panel
Updated sprint anim (test)
Fix prediction errors being "stronger" at high curtimes
* Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be.
Remove CThinkSyncTester from client builds (unused)
Bump Steam.inf
Removing unused TempEnt networking
* Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel
Removed some unused globals
* To do with goldSrc legacy effect systems
* Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely)
Remove unused fields from env_explosion
* env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it.
Remove some useless sprite precaches clientside
* Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end
- cleaned up comments that pointed out kick locations
Tests: none, trivial change
industrial electric furnace
- added lods
- split glass and furnace
- updated item skin
- updated prefab
Bugfix: avoid NRE after kicking a player while iterating over a player cache
- consolidated all kicks in ServerUpdateParallel to end of the method
Tests: got kicked for terrain violations, no NRE
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo
Fix minor typo in WhatUsesThis
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices
- added unit tests
Should help us maintain packed state of dependent arrays - will start converting current use cases next.
Tests: ran unit tests
merge from main -> fix_dynamic_occlusion_pausing
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
simplified encryption again
All remaining monument fixes.
Fixed a bunch of errors when baking and using the LOD baker tool
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
Block setinfo concommand
Try to prevent infinite loops in model animation code
Apply "boing" jigglebone fix from TF2 SDK PRs
* Fixes some models becoming invisible due to jigglebones
* ValveSoftware/source-sdk-2013/pull/1721
Fix crash with dropship at entity limit w/ strider container
Minor changes & cleanups
Adjust airboat flashlight
* Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV
More nullptr checks for when at entity limit
* Stalker, Combine Cannon effects
More cleanups for consistency
Fix inverted condition on some Lua funcs, oopsie
Disallow physics functions on players
* Is there any reason to allow this?
Add VPROF scope to IsPhysicsObjectValid
Remove VPROF from GetType (& minor cleanups)
Get rid of remaining CSteamAPIContext references
* Enables updating Steamworks SDK to latest versions
* Maybe fixed getting notifications in chat for already unlocked achievements
Only disallow SOME characters from concommand names
* Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past
More cleanups
* Deletes CPropAirboat::CreateAntiFlipConstraint (unused)
* Delete unused fields on some tempents clientside
Restrict control characters from concommand names as well
* Surely no language uses those, I think
concommand.Add throws error when giving invalid params
Rollback changes to Player::GetEyeTrace
* it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods
Minor cleanups
Force ragdoll light origin to the first physics bone
* This fixes strider and some other models appearing black after spawning
Fixed light origin on a bunch of PHX props
* So when the props are spawned, they don't turn pitch black immediately or at certain resting angles
* ~200 models affected
Update some other model illumpositions
* Seats, that one crate gib, alyxgun and annabelle
* Fixed normals on stunstick world model
Include notification font reduction
* Somehow it was never included in the previous HUD related commit
range and accelerated visuals
LODs and material setup
prefabs replaced and updated.
Updated encryption strategy
removed sneaky anim event sfx from 3p sitting anims
exported unique firecracker 3p animations and linked to new holdtype anim controller
merge from pooltable_and_dartboard_models -> darts_minigame
init darts minigame branch
Added optional encryption to Rust Relay
Fixed final vending entry pushing itself out the screen
Swap to a string builder to save a few allocations when updating dynamic pricing
merge from deepsea_navmesh_optims
When the deep sea opens, wait for island navmesh bake to finish before starting the next
Added deepsea.navmesh_spawninterval (was using entity interval before)
Dynamic pricing support (nearly there!)
merge from dragbyangle_rebalance
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
merge from deepsea_loot_balance
Tweaked deep sea loot:
- Initial loot when the sea opens slightly reduced (~15%)
- Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100%
Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
merge from playerboat_player_transfer_fix
replicated previous fix in jobs version of code
merge from playerboat_player_transfer_fix
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