147,374 Commits over 4,444 Days - 1.38cph!
Empty compat file so it gets included in builds
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
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Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
merge from attachment_charms
Fixed skinviewer vertical drag clamping not clamping for real
Tweaked charms lighting
vending_stats_text_fix -> main
Stop the text going blurry in the vending stats page
office light prefab & related files
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states
Will allow me to removed caching of 5 properties in ServerCachePlayerInfo
Tests: booted craggy
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked
So you can remove a charm on a picked up gun
- Rewrite of the demo compat system
- General cleanup
- Couple of weird editor only bugs fixed
Fix new mountable tests having the "Deployables" category, breaking deployable tests
Minor cleanup, testlist
Set up (empty) camera motion vector pass
Merge from satellite_crash
Enable map zooming on the targeting map.
Codegen.
Fix per-object motion vector pass
Add teleport2satellitecrashsite
main -> demo_compatability_layer
Glowing Wallpapers - Ceiling stars WIP
camera_flash_fixes -> main
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags
Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Minor 64bit compile warning fixes
Remove test_freezeframe concommand
Consistent usage of "64-bit" formatting in window titles
Fixed a crash with TextEntry when going to the next word to the left
Add some more map loading & other self checks
Fix Airboat wake effect drawing in depth pass
Remove FCVAR_ARCHIVE from sv_loadingurl
* Don't want this to be saved on game clients.
Fixed a bunch of unreferenced function warnings
Fixed some minor compile warnings
Completely remove the disabled Valve's ancient phonehome stuff
Minor changes
* Fixes for VS analysis warnings
* Some merges from TF2 SDK VPC scripts
Hammer tweaks
* Minor fixes to layout of loading dialog
* Prompt the user for a new name if picking an entity that has no name
* Fixed "Make hollow" spin control not doing anything
Minor cleanups
* func_tank FGD descriptions
Make Player:UnSpectate() clean up value set by Player:Spectate()
* remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE
* Prevent Player:Spectate() sending 3 useless usermessages to the player
Minor cleanups + studiomdl.exe overflow checks
Fixed MaxHealth not updating correctly in singleplayer for local player clientside
Minor cleanups
Update HLMV control panel layout to be less claustrophobic
Fix HLMV crashes when no hitbox sets
Potential crash fixes
* Fixes a crash issue with HLMV, possibly some Hammer ones
More potential crash fixes
* probably a nothing burger, but maybe will catch one or two Hammer crashes
Add addon ID to "Hidden Addon" title fallback
Micro optimization for halo when rendering models with decals (PR)
Fixed PlayerStartVoice not running for local player
* Fixed local player volume being NaN for a split second when starting to talk
Make mxSlider respect the tick count under modern v6 windows styles
Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended
* make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though?
Remove trailing newline from certain disconnect messages
Fix weapon_pistol prediction errors
* its weird how it only happens on dedicated servers, but ANYWAY, fixed now.
Mark some NPC related debug commands as cheats for consistency
* Also fixes a crash with `ai_test_los`
Use the new method in SleepingBagCamper too
Refactor SleepingBag so code can reassign bags outside of RPC calls
Set upkeep terminal to only accept scrap (in the prefab)
Fix NRE from static list of client apartment buildings not being cleared when disconnecting
- put it inside EntityRealmClient so it's cleared along the main list of entities
apartment_complex_core prefab set dressing progress
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simpler solution using space transformation without creating a new sim-space
- root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability
- root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
merge from automated_test_entity_bounds_fixes
Refresh test list for merge
Clean: remove JobHandle IsValid extension
This was a workaround for a Unity issue that was fixed in 6.3.14f1
Tests: none, trivial change
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call
Tests: ran around on craggy, sawm, crouched. retried connecting couple times
Play a sound when you toggle the flash mode on the camera
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Configured bloom settings for all RRP volumes
merge from fix_baseentity_query_nre -> main
monument blocker vent - renamed collision meshes, removed non-entity object
Added support for BRP bloom in RRP