126,540 Commits over 4,171 Days - 1.26cph!
updates to various weapon entity positions
merge from fix_stability_cascading_updates -> main
Add optional logging incase it still occurs and we want to follow the logs to see what the source of the infinite stability updates is since it doesn't seem to repo when pasting the offending builds in the editor via copy paste
- convar `log_stability_updates (default disabled)
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
Only allow StartMotion() when IsDynamic is set
Fix up dismount points on cannons and cannonball LODs
change "GiveItem failed!" item pickup error to "Cannot take item: Inventory full!"
Try to fix infinite stability updates happening rarely on servers by not sending a stability update if the distance to the ground has changed but the stability is the same
Update: can now use PathProxyFor attribute to automatically show an asset picker for a string property
- converted StoreTakeoverDrawer to use it
Tests: enabled the path drawing paths and made sure it renders and interacts correctly
merge from clamp_mipmap_reduction -> main
Decreased minimum mipmap from 3 -> 4 (250MB -> 60MB reserved for lowest level mipmaps)
swapped the surface for the painted one
WIP game tip setup for bicycle sprinting, bell and bunnyhopping
boat building station lods
casino sign mesh and textures
supplies sign textures
fluorescent light e for casino
bargesurface medical added (painted verison)
grenade animation updates - throw anims
setup 3p player update minicrossbow animations
rotated cannon and removed lod setup on the prefab for now.
Removing split cannon fbx(subbed to wrong branch)
cleaned up some dead code in playerboat controls
Apply blurring over the whole context space to try and prevent oscillations between very similar states
Use scoring for picking context directions rather than lowest danger weighting
Convert stairs to BoatBuildingBlock to fix them not parenting to the boat
merge from bed_skinviewer
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T>
- fixed DrawSpriteField not matching how it used to be
Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next
Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
Minor cleanups
Compile warning fixes
More compile warning fixes
Fix IgnorePlayers acting as DisableAI for strider
Fix AR2 impact effects appearing when shooting the skybox
Added MATERIAL_CULLMODE_NONE for render.CullMode
Increase MAX_LIGHTMAP_DIM to 256
MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256
MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256
TTT: Updated Russian localization (Community Contribution)
* Also made radio buttons slightly wider
Spawnmenu/contextmenu toggle mode
* If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise
Some OOB checks
Main menu start new game options changes (Community Contribution)
* Fixed P2P: Friends only resetting after starting a game
* Visual adjustments to alignment of certain elements in the start new game options menu
Fix 'status' showing IP address for -p2p dedicated servers
* For listen servers it was already not a thing
Updated TTT
TTT: Added optional translation parameters when adding radio sound names (Community Contribution)
Try to work around infinite loops with WaterLevel()
Refactor how Lua trace filters are loaded to remove code duplication
HTML panel ConsoleMessage improvements
* Make HTML.ConsoleMessage behavior match better that of DHTML
* Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate)
* DHTML no longer overrides console.log for CEF panels
* Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event)
Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base)
Rename npc_tf2_ghost spawnmenu entry
* (this is separate on purpose)
Combine duplicate HTTP headers with a comma
Added Panel.SetTextHidden
Rest of the misc packs atlases
More pack atlases, cleanup
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Adding separated cannon fbxs
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field
- fixed drawer using wrong fields for icons
Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
merge from workshop_scene_improvements -> main
rpg incendiary ammunition adjusted lods