202,547 Commits over 4,171 Days - 2.02cph!
Fix other people's night vision goggles glowing even if they're disabled.
team_bag_label_fixes -> main
Rewrite team bag labels to just use save/load rather than bothering with RPC
Refresh all team bags when someone joins or leaves the team
Ensure building priv and hammer are required (this was stomped somewhere)
merge from decor_lighting_dlc
Fixed adobe and legacy wall and gate packs appearing twice in the store building skin category
merge from respawn_wet_proposed_fix --> main
merge from decor_lighting_dlc/storepage
Hexagon tiles - Updated textures
merge glass_fix_resourcerefs to main
Addded mannequin to the store decor category
Beanbag seat - Icon update again, and fuzz shader setup update again
set up wallpapers for exhibit decor dlc - still need to do icons
Beanbag seat - Updated icons with new textures
m249 - updated weapon audio timings
Update related monument prefabs
Fix overlapping metal/glass colliders in shop fronts and security doors.
spas12
- updated 3p anims to have -50 rot y on top spine control
- set correct custom spine offset rot y on entity
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
Chandelier, Electric Table Lamp - Added cinematic 4k textures
Beanbag Seat - Added fuzz shader to the cinematic materials, fixed them a bit and made them the default material for the prefab on this branch
Block spray can reskinning of ceilinglight
Wallpaper - tweaked carpet, added hexagon tiles
Fixed store takeover editor following the localization changes
updated timing of world sks reload weapon anim
- Move recast code to the rust native project
- Rust native local DLL build to test
Beanbag Seat - Added 4K textures and materials for media
split collider data SO out into its own file
better default params and fixed it not actually using the target MeshFilter it's given
More set dressing floating walkways and docks WIP
adjust shore epsilon for terrain-water check
Fixed StudioMDL crashes due to $maxverts
Ceiling fluorescent light is now a redirect skin of the ceiling light
Power consumption upped to 2
Affects growables
Make ClientsideModel able to be hit by clientside only traces
* When using physics. Collision bounds must be set manually if model changes.
Merged Pull Requests
* TTT: Updated Turkish localization (Community Contribution)
* Main menu: Make check box labels clickable (Community Contribution)
* TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution)
Remove extra newlines from "##### CTexture couldn't find" warning
* The warning is Linux only
Added 2 new optional args to mesh.TexCoord
* mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional.
Fixed edict exhaustion prevention affecting nextbot players
Fixed some usages of HL2_DLL clientside
* TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server
Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error)
* mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before.
* Prevents game hang, hopefully without side effects
Fixed a crash with clientside ropes on props
Basic implementation of clientside ragdoll gibs
Prevent crash to do with CSpatialPartition invalid handles
Prevent "bone write access" warnings with ClientsideRagdoll()
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
Fixed server crashes to do with Gonarch NPC
Restore default FindUseEntity behavior
Fixed CBaseFileSystem::ReadLine not working for workshop files
Minor VPK support changes from CS:GO
Fixed addon dependencies not showing due to regressive Pull Request
Change ents.CreateClientRope slack param to work better
Make ents.CreateClientRope despawn if any of its entities are removed
Fixed Lua errors with DProperty_VectorColor when deleting editable entity
Allow to give ents.CreateClientRope local vectors instead of attachment IDs
FIlesystem cleanups
Improved invalid model detection
Improve folder search inside VPK files
Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
64bit compile fixes
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Remove non threadsafe timeWarning from multithreaded part
Beanbag Seat - Updated textures with colour changes and added fuzz shader