147,655 Commits over 4,444 Days - 1.38cph!
Add icons for elevator floors
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
update apartment_complex_monument/prototype
merge from prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
merge from lockpick -> apartment_complex_monument/prototype
merge from cannon_mortar_subsystems
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
Glowing wallpapers - texture updates
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merge from fix_server_browser_compression/http_clien -> main
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo
Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages
Update all existing resource entities so collision meshes are held in the new arrays instead
Update collapse blocker to correctly swap out its colliders at each stage
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Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts
Existing 10k test is a bit unrealistic (even if shows nice improvement)
Tests: ran perf tests
Loot ground scatter now has additional checks
Added reverb zones to complex_b and damaged_wing
Remove specific WINVER targets for Windows builds
* Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target
* Fixes Hammer not building due to usage of DPI functions
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Lighting prefab.
Exit sign layer shift to stop it from being reflection probed.
SatellitePendingCrashSite prefab fixes
Fix compile error after merge
vending_stats_crash_fix -> main
vending_stats_page_fix -> main
merge from main -> fix_server_browser_compression/http_client
- Remove some test code in for disk
- Add using statements
Fix foliage rendering with camera motion blur
apartment complex HLOD and S2P
some material saves
placed new decals in core and wing of apartment building
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Hammer DPI scaling improvements
KeyValuesToTablePreserveOrder further tweak
* Do not turn 0 to 1 key if there's only 1 key
Fixed Hammer Entity KeyValue names drawing over the second column
Implement partial prediction latch resets from TF2 SDK/CS:GO
* Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now.
Make player health non predictable
* This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events.
Fixed status bar scaling in Hammer
Minor cleanups
Fix ammo/net library not resetting serverside on disconnect
Added cyclic reference test to net.WriteTable and util.TableToKeyValues
Implemented chained command auto complete (Community Contribution)
Minor compile warning fixes
Fix OSX compile
Minor cleanup
Fixed 64bit studiomdl crashing due to recent changes
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Fixed discord signout button showing under the social menu
- Updated subsystem with bespoke animator
- Removed holdtype controllers
- Updated entity
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason)
Fixed telephone using wrong player animation
Fix phone handle alignment with r_prop
Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Stop duplicate stats pages opening on top of each other
convar_odd_lookup_behaviour -> main
Fix 'global.x' console commands leaking into other namespaces
The console's "global namespace" shortcut was also firing for
explicitly-qualified input
- Add unit test
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Update: GetWaterFactors - fetch parent entity only once
- updated perf test to have 5% to spawn parented player
Tests: ran unit tests