141,620 Commits over 4,383 Days - 1.35cph!
Add apartment lock to manifest
Don't store furniture as children of the apartment room because it causes issues with raycasts (and who knows what else)
Switch from using codelocks to an "apartment lock"
- new type of BaseLock that reads auth list from the apartment room instead of having to sync the list of guests from apartment room -> codelocks
- apply to all furniture & doors inside the apartment so we can protect all storage incase cheaters / players sneak into apartment rooms
Scaled to match mortar tube.
Merge from workbench_upgrades
Wire up a bunch more buttons: offer item icon/ cost item icon/ create sell order
Minor changes & cleanups
* CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields
* CBasePlayer - rearranged some private fields
* CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint
* CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input
* Restored mega grav gun armor reduction with hl2_episodic 1
More player and localplayerdata field reordering
More field reshuffling
* Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields)
Make "Unable to load module" give a reason in Windows
Added ProjectedTexture:Get/SetSkipShadowUpdates
Prevent invalid data in spawnmenu lists breaking search
* Such as erroneously setting a weapon entry to a string or something
Restore airboat speedometer thing
Make "ProcessServerInfo failed" kick show a popup
Update dxsuppor.cfg with some changes from HL2
cl_detaildist to 4096
high model & water detail for unknown cards
Fixed r_rootlod with high numbers crashing the game
Update default detailsprite material
* Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading")
Add missing CS:S painting textures
- Wired up sell order creator plus/minus buttons
- Item search popup scripts
- Sell order creator scripts
- New Item Search Entry handler
merge from split_dump_command
improvements to split dump commands
- added help text for clientside commands
- added debug log after dump with folder for outputs
- added text warning to dump and dumprootobjects that it will stall server and may cause crashes.
Merge from workbench_upgrades
Update: replace all unsafe usage with spans, should throw if I go out of bounds
Tests: compiles
- item search bar setup
- sell order creator setup
Convert some of the apartments furniture into entities
Use flag to determine if room is rented so client doesn't need list of authed users
- modify furniture code to use the flag
Commands for `rentroom {room}` and `checkoutroom`
Subtract: roll back
148302 - merge from usepalyerupdatejobs_purge
Release servers are crashing (but debug not). Will chase up next week
merge from fix_privaddfriend_vis
add vis priv fix to turrets as well
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded.
Hooked up excluded items.
salvaged axe refresh deploy anim updated
Move all the upgrade item mods to a dedicated folder.
- Virtual Icon setup
- Renames
- Spacers
Bunch of small, misc cleanup
exported updated crossbow bowless vm anims
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
Merge: from useplayerupdatejobs_purge
- Clean: Removal of UsePlayerUpdateJobs 0 and 1 code
- Optim: RelationshipManager now uses cached server occlusion results instead of running new ones
Tests: unit tests + ran around on craggy, used heli, zipline, swam
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
removed unnecessary files
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
efficency and surplus gibs
Clean: remove dead using statements
Tests: none, trivial change
Update(tests): adding TickInterpolatorCache tests
- added overloads to accept index directly instead of entire baseplayer
Tests: ran unit tests