146,812 Commits over 4,444 Days - 1.38cph!
merge from spraycan_reskin_refactor
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Fixed Raw Input on 64bit Windows client
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
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fix for last thrown dart in 2p counting as next players first throw
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Communal interiors progress / top floor dressing
fix scoreboard not updating for 2nd player
potential fix camera bug by removing viewmodel camera bone animation
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
Gamesroom
- ran localization
- ran manifest
- ran skins
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Gamesroom Minifridge;
- Greybox wip model for minifridge
- Setup item, skin files and prefabs
- Icon, material setup
RRP contact shadows fixes
Tidy up how deployables are filtered for this test by using a new TestParameterSource
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
Implemented the new client version notification: if a new release or staging client is released, the player gets a local notification telling them to update their game
Latest changeset numbers are in the manifest, so its refreshed after every manifest update
Moved notification convars to a partial class
add debug layer for contact shadows
set up RRP renderer datas for skinviewer cameras
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant
Deleted some powergrid testing prefabs
integrated new dartboard model
Never failed but ran recalculate bounds on flameturret.deployed
Exclude electric.windmill.small from the test. All tests pass :tada:
changed from renderedLod to Meshlod on metal and wood parts
Manually shrank SnowMachine bounds to only cover the deployable. The snow effect didn't need to be covered. Tested in Craggy, no behaviour change. Test passes
monument blockers: addressing feddback on the collapse version and checking in first pass on the vent
Recalculated bounds on igniter.deployed. Test passes
Removed unneeded Mesh Filter component on the Server object of the electrical.heater as it was contributing to significant Bounds. Recalculated bounds. Test passes
New automated test to check all deployables for BaseEntity bounds significantly larger than the deploy volume. Included exclusions for deployables that have intended oversized bounds (doors, constructables, high externals...)
Bugfix: StringView - fix invalid substring offset calculation in EndsWith overloads
Tests: unit tests pass, empty bind command works
Update(tests): add unit tests that can catch invalid substring calls in StartsWith/EndsWith
Tests: ran them, EndsWith fail (as reported)
Snow mobile animation updates to work with new character
Clean: remove a missed todo note
Not worth the effort to chase it, current code is okay
Tests: none, trivial change
fix broken water reflections when using DLSS or render scaling
Give barricades blocker its own protection property asset
Adjusted events, set sprint to play at 1.126 to account for the additional 2 frames in the updated anim
Merge: from client_clientrpcs