200,494 Commits over 4,140 Days - 2.02cph!
Bit more safety on store hero
Menu chat DM target improvements, cleaned up code and added menu chat subclass
MegaMesh approach (1+2) WIP
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
Pilot hazmat icon (not final)
Update: Don't step players that have been kicked by antihack
Tests: none, trivial change
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one
Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years
Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
merge from PilotHazmat_LODs
Updating Pilot Hazmat LODs
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task
- EventRecord.New now can be created on worker threads
Tests: hacked code to enable analytics in editor, then ran around on craggy
Hammer: Port color preview for models from CS:GO
Added color keyvalue to prop_door_rotating
Allow PCF as valid transfer extension
Make sv_lagcompensationforcerestore do something
SRCDS workshop cache also caches titles
Also display a warning that cache will be used.
Added some AnimOverlay functions
Entity.FindGestureLayer( activity ) = LayeriD
Entity.FindGestureSequenceLayer(seqID)=LayeriD
Entity.RemoveLayer( layerID )
Entity.SetLayerAutokill( layerID, bool )
Fix soundscapes not working with duplicate sounds (ported from CS:GO)
Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO
NPC weapon selection icons
Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click.
Also group NPC icon right click by category like it is in other places.
Added GM:OnNPCDropItem hook
It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too)
HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities
Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings
Restore rope texture scaling to HL2 values
For tool-created ropes, we apply custom scaling value so it looks like it did before any changes.
Fixed NPCs being able to shoot some guns forever, without reloading
This affects ALL weapons with DefaultClip above the Clip size, such as AR2.
Prevent potential Lua errors with weapon_base
Fixed IMaterial spamming console about "$basetexture" not being a texture
This happened when opening Overlay post processing effect list in Spawnmenu.
Affected functions:
IMaterial.GetTexture
IMaterial.GetColor
IMaterial.Width
IMaterial.Height
Make "No account token specified" a warning
Reset render lib lastmaterial on map shutdown
Fallback "VertexBeckman" shader to "VertexLitGeneric"
Minor optimization in Ignite property
RPG/Crossbow animation improvements for citizens
Fix NPC being unable to fire RPG due to recent changes
Combine RPG support
Improve metropolice weapon support for Shotguns, AR2, RPGs
Fixed some NPC drops not calling OnNPCDropItem
Add CSS thruster models without mounting CSS` (Community Contribution)
Fixed server crash when mounting ladders at edict limit
Minor cleanup
Improve free edict detection
Fix broken connect modal (plastics fault)
Revert to try and fix stupid plastic
Bugfix: avoid scripting API in EACServer.LogPlayerTick
- cache more of player state on main thread
Tests: hacked code to run EAC in editor and activated player tasks - no more exceptions
Hidden party member button opens the social menu
Workshop UI_SettingsTweakSlider nre fix
Bring back old default server image to the connection modal.
Fix bug causing infinite 'loading' of a servers image if it doesnt have one
UI_SteamInventoryCrafting init NRE fix attempt
Added remaining COL mesh to food market barge shell
Fixed store price tags being cutoff with some currencies
Cherry pick back from the duplicate branch, wtf plastic
Set all of the shader/animator hashes as readonly so they don't get included in code gen.
NPC statements now copied over too
Stop tabbox allocating every frame
Updated floor and ceiling wp pack store assets
Update: add "Server.UsePlayerTasks" feature switch
- also submitting updated ResetStaticFields
Tests: turned it on and off in the editor and validated in profiler
Fixed some init issues when clicking on store sub items
Fixed medieval showcase tile not having a price tag
Pilot hazmat lod material/textures
Phantom moved items from
127520
Context menu changes so it doesnt spawn offscreen when right clicking party member
Also gave it a min size so it doesnt shrink too much
Merge from ammocontainer_garbage
merge from hardcore_refresh
Removed the 20%, 40% and 60% scrap cost increase in hardcore, tech tree costs should match vanilla (just without guns)
Explosive ammo shares the same hardcore game mode costing behavior as other ammo types (Subject to change)
Readd wearable randomisation component, add a toggle that controls whether it runs, turned it off on the pilot hazmat
Added debug.blockWearableMaterialRandomisation admin convar for media that will block the randomisation process entirely
Fixed NVG looping sfx getting lost when modifying other clothing
Updating from media_projects