124,943 Commits over 4,171 Days - 1.25cph!
Fix not being able to place barricades on ice lakes when too close to another monument
S2P ice lakes
merge from water_pump_power_fix
merge from killbees_restore
merge from pickup_toasts_localization_fix2
merge from fix_premium_sorting
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
Switch the following behavior from gamemode fields -> convars
- mapenabled
- hideplayeronmap
- hideplayermapdirection
- fogofwar
- fogofwarrevealsize
- compassenabled
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
Add multi command execution to console UI + multi line autocompletion.
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh)
- Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
Add multiline support to dev console
merge from main -> naval_update
merge from naval_update -> deep_sea
Casino progress / better curtains
security tower rename material
- Speed up tile rebuild
- Fix tile rebuild giving very different results from initial build
Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove
Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
Set dressing supplies barge
Locker - updated workshop model with proper mesh shading
Simplify prioritize premium sorting - works way better than it did before
Merge from naval_missions
security prison bug fixes, lods, collision
Fix CH47 patrol point selection to use a more fair random monument choice
Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
wrap custom coacd editor in defines
Further cannon setup.
Collision setup so it works nicely with cannon low wall.
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed
Tests: set up TC on Craggy, was able to auth/deauth
merge from /main/coACD
- adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
Unity tutorial - added test objects to scene
Cannon deploy placement fix.
Cannon art/prefab updates.
Assign placement prefab.
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merge from fix_nametag_blocked_by_floor
merge from fix_nametags_water