130,897 Commits over 4,232 Days - 1.29cph!
Fix some issues with my one shot cancellation
Stop current player one shot if mounting or dismounting
Made front turret way smoother to look around with
3p boat steering tests
- added Steering_Boat mountpose enum
- added placeholder player sitting pose
- added steering anim to player animator
- set steering deployable to use pose, updated mount position
Rear turret eye adjustment to remove clipping
3p bolt rifle anims updated so finger does not clip through the gun
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
set up wind stings and general improvements on the ambience volumes and triggerers
naval_update -> turret_head_animations
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
Added multi-line support for balloon text editing
moved some vertex processing into multi-threaded generation
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own
- EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by
- Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
export spas shotgun anims with correct spine position
IO line are switched to LOD dynamic when their IO ent is parented to something
More IO prefabs deployable on Large Vehicle layer
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set up birthday hat to be skinnable of candle hat
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
added gib material with emit disabled
Merge: from spectate_related_cmd_fixes
- sleeping-/usersinrange commands now run from spectated player's position, if spectating
Tests: used commands when spectating
Update: when running sleeping-/usersinrange, prefer to query from spectating target position
Tests: used the commands while spectating
Updated language files
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
Change VPROF name for GetPathTime
Make metrocops draw other types of pistols as well
Fixed Combine Soldiers not walking/running with pistols/RPG
Improve Metrocop behavior with the RPG
* No longer tries to chase the player, go back to safe distance loop, etc.
Combine Soldiers can walk/run with no weapon or melee weapons
Breen acts like a combine when using weapons, instead of doing nothing
Improve Hammer particle browser
* No more random numbers in Used count, no more 13FPS, better layout, no more black background
Revert "Do not rebuild node graph for workshop maps"
multi_drop_nre_fix -> main
added matrix lods, gibs, material adjusted and updated prefab
Medical syringe animation polish pass
Hat texture size pass.
Flame replacement (still wonky atm in this commit)
Merge: from spectate_command_fix
- Bugfix for spectate doing nothing when spectating far-away player
- Bugfix for error on respawn after spectate if previously didn't have a spectate target
Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy
- If no spectate targets were found, chat message now contains the used filter
Could easily happen for people using keybinds, as keybind sends "spectate True"
Tests: using keybind, spectated other player twice in a row - no more errors
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner
Fallout from the queue skipping optimization
Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
All neon signs deployable on the vehicle large layer
More IO prefabs deployable on the large vehicle layer
merge from the correct gui_sculpting branch
Cherry pick dock and edit fix
Fix FindDockableStation return logic.
Fix occasional NRE disconnect with dock and edit.
Merge from puzzle_reset_hotfix
Another attempt at arctic rad zone issue
Fixed InvalidOperationException in radiation damage
merge from fireballyellowfix
merge from elevator_power_draw_fix
merge from storepage_backbutton_fix
merge from hmlmg_skinviewer
merge from checkoutresult_fix
merge from sort_stack_fix,