128,643 Commits over 4,201 Days - 1.28cph!

11 Minutes Ago
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages) Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning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 Fixed TreeSway causing graphical glitches with Flashlight * The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues. Prevent potential crashes on changelevel to do with color correction Pull request: Minor loading screen cleanups Disallow spawning SWEPs without models via spawnmenu * Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click) Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin Speed up entry animations for the 3 PHX seats * From 3 seconds to 1 second, like the other seats Fixed 2D skybox not rendering in water reflections without 3d skybox * When the water material specified "render 3D skybox", but map has no 3d skybox. Let's try randomizing client port if not overwritten by client Map icons for new TF2 maps Fix some BSP files not loading due to recent changes team_control_point (TF2) placeholder entity Pull Request: Minor optimizations for PlayerSelectSpawn Player:GetPunchAngle errors with lua_strict 1 (deprecation warning) Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass Apply a hack for clients missing MainEyePos Fix certain props not being able to be spawned due to recent changes Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 $basetexturetransform support for DepthWrite (alpha tested materials) Recompiled necessary shaders
15 Minutes Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
30 Minutes Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
35 Minutes Ago
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58 Minutes Ago
merge from physics_pass_two
58 Minutes Ago
playerboat wavePID balance
58 Minutes Ago
merge from editor_force_on_helicopter - resolved merge conflict
1 Hour Ago
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1 Hour Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
1 Hour Ago
Merge: from main
1 Hour Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
1 Hour Ago
merge from fishing_village_collider_fix_fix
1 Hour Ago
1 Hour Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
1 Hour Ago
improve transform access in correction forces
1 Hour Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
1 Hour Ago
edited rpg skin 3p reload anim
1 Hour Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
1 Hour Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
1 Hour Ago
steeringwheel controls HasDriver flag of parent boat
1 Hour Ago
Fix certain props not being able to be spawned due to recent changes
2 Hours Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
2 Hours Ago
scientist_boat_ai -> naval_update
2 Hours Ago
turn off debug draw
2 Hours Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
2 Hours Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
2 Hours Ago
Better lights on the RHIB
2 Hours Ago
enabling PlayerBoat correction forces with some initial balance
2 Hours Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
2 Hours Ago
merge from naval_update
2 Hours Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
2 Hours Ago
Remove logs
2 Hours Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
3 Hours Ago
disabled r/w and batching on seaweed clumps
3 Hours Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
3 Hours Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
3 Hours Ago
When boat dies kill all remaining scientist on board
3 Hours Ago
scientist_boat_ai -> naval_update
3 Hours Ago
Pass mount point for spawning, dont rely on position
3 Hours Ago
scientist_boat_ai -> naval_update
3 Hours Ago
Stop info box breaking with 'null action'
3 Hours Ago
Dont ram a player if they are way higher up on an island
3 Hours Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
3 Hours Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
4 Hours Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
4 Hours Ago
Added baked shore vector volumes to the FCs S2P
4 Hours Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from dipsi
4 Hours Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes