128,150 Commits over 4,201 Days - 1.27cph!
re-enabled some shadows in med barge
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
Merge from scene_holster_tools
Move the scene based holster tool buttons into the scene view and not the inspector
Merge from water_pump_power_fix
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Fix scientists moonwalking on ghost ships
Fix InfoZone NRE from scientists on ghostships
Mark two more collision meshes r/w
merge npc parenting to naval update.
merge back cannon and player animator fixes to naval_update
Embed playable graph tooling
Reset base animator layer weight whenever we're not playing one shots.
Try to fix black bars on RHIB (that can show up at certain angles)
mounted_turret_reloading -> naval_update
naval_update -> mounted_turret_reloading
Fix some more dodgy angles on the front seat
- Swap front turret to correct mount pose (standing)
- Fixed problems with front turret being unable to progress its reload bar properly
- Adjust eye position on front turret
- Remove logs
Add server convar to allow mounting the cannons outside of boats
Fixed AI turrets not shooting at the players (incorrect dot calculation)
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty
- Extra profiling in a bunch of turret methods
- Run at randomised time to keep the thread clear
Now disable their canvas when invisible:
- Team ui
- Fog overlay
- Wounded screen
Some fixes to other screens not disabling themselves by default
Setup swap RPG component on viewmodel
Marked remaining floating city collision meshes r/w
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers
S2P floating city 1+2
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud
Unused legacy stuff
Now disable their canvas when invisible:
- Build cost indicator
- Repair cost indicator
- Game tip
- Voice chat
- God and invis overlays
- All full screen overlays (9 canvases)
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
merge from optimize_water_body_culling -> main
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
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Rewrote cmounted turret client prediction
Fixes for Lumberjack and Outpost scientist NPC's
Handle edict limit Lua errors in some Sandbox dupe functions
Sandbox entity spawning adjustments
* Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists
* Use list.GetEntry where possible, avoid copying the entire list and cleans up code
Fixed list.GetEntry erroring when used
Fixed duplicator support for HL2 entities as non admin
* Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do
* Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks
* Portal cores now duplicate properly
Added resistance-hacked combine mine to spawnmenu
re-exported hmlmg from blender and split off ammo box