136,805 Commits over 4,444 Days - 1.28cph!
set up world model rig/anims for binoculars
raidwindow_paintable_sign_fix -> main
Merge from apartment_complex_monument/apartment_complex_audio
water tank pressure buildup w threshold debounce, increase pressure by turning gearbox valves
Ambience zones for the elevators
Merge from apartment_complex_monument
Fixed instances when players set their preferred charms on weapons and lose charms access (skins_access 0) disallowing to craft
Clear preferred charm when selecting blueprints if not owning them
https://files.facepunch.com/raul/1b2611b1/26_16-11-OffbeatIndianjackal.mp4
Merge from apartment_complex_monument/conversation_fixes
Add extra dialogue options to conversation UI, bringing total to 6 to match recently increased limit in code
Merge from apartment_complex_monument
gamesroom shotgun trap
- updated greybox model & material
Added new sounds to the industrial double doors :minecraft-door:
Apartment complex b shadowproxy
Fixed an issue that was causing all additional lights to sample the shadow atlas using NGSS even when the light was set to have no shadows enabled
Merge from apartment_complex_monument
Merge from apartment_complex_monument/conversation_fixes
Arm weight IK, needs more param tweaks
Restore thank you message change
Merge from apartment_complex_monument
Improve editor performance when panning dialogue graphs, due to displaying and repainting potentially many localization phrases
switched to a strategy pattern to move type switching out of the hot loop
Merge from playermaintainedmonuments
Moved one of the roadsign spawners in an attempt to fix console errors
Added a helper culling volume to the roof to make the ladder spawn closer to the roof entrance
Scene2prefab
unifying SDF shapes into a single struct
(Dont) Build vtf2tga, splitskybox, captioncompiler, elementviewer
* There were previously prebuilt only, now we built and ship our own versions
* Delete glview.exe as it appears to be some legacy app for Hammer portal viewing?
Delete more log files if they are over 100MB
Minor cleanups
* Delete CTextStatsMgr, unused system that writes an unnecessary empty text file called "stats.txt"
* Set sv_logdownloadlist to 0 by default, prevents generation of useless files in garrysmod/DownloadLists/
Get rid of sv_no_ain_files and do not auto send .nav and .ain to clients
Delete game/steam.cfg
Probably some leftover from pre SteamPipe days
Move demoheader.tmp to cache/ folder
Disable startup videos system
* It was non functional anyway, but now we don't read an empty file on game start up
Move media/mapkeys.res to settings/mapkeys.res
Remove hardcoded limits from StudioMDL DMX support
* For normals/textcoords/faces specifically, as the underlying arrays are no longer staticly sized. Of course it could fail elsewhere now.
Stop the game shouting about ShutdownMixerControls not being in a list
Accidentally fixed GameState.txt being empty all the time
* I wanted to maybe remove it since it was empty, but it was being written multiple times and overwritten by an empty file at the end
Improve default server log filename format
* L-YYYY-MM-DD-II now, was LMMDDII which is incomprehensible
Implemented sv_log_storetime (defaults to 0)
* A number of hours to keep log files in /logs/ for
Prevent sv_pure defaulting to mode 0
Minor cleanups
Disable SRCDS status bar on Windows
* lets see how many people will immediately ask to restore it
Minor cleanups regarding Steamworks
Improve game server Steamworks error handing
* "Unable to load Steam support library" should now tell you why
* dedicated server workshop support now does some more failure checks
Use new Steamworks API Init func on client that tells us what's wrong
Rip out the HL2/Portal demo stuff
* It was called some client Steamworks APIs on the game server, and just screw all that in general
Fixed instances of SRCDS trying to use clientside Steamworks APIs
* Fixes [SAPI FAIL] messages
Initial implementation to `debug.lookingat_sv` - it's a server-side `lookingat` lookup, which also renders DDraws server side colliders, to easily spot objects that may not be present on the client triggering antihack when attempting to walk through
Added UnityMesh proto
Codegen
Add blur optimized pass
ColdOverlay RRP volume fix
Merge from satellite_crash
- More crappy UI
- Animator changes
Allow player 2 to be filled by the same player for solo play (regression)
Turn revisions and game controller fixes:
- Prevent player 1 from endlessly being stuck as player 1 and not able to be
- Can only use the mountable if its your turn
implement actual turn in place on the player animation controller with blend trees
- Kick a player out if they move too far away from the table
- Ensure score dialog closes when table is destroyed
- Pool (the table) debug system
- Player toast update system
merge from glowing_wallpapers
fixed wrong name / description on graffiti concrete bend
merge from spawn_terrainignore_fix
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
Added Darts Mat Model, Textures and GIBS
Setup Darts Mat Prefab and LODS
Added Darts Mat as a placeholder in the Dart Board Prefab
Updating cached materials for supply signal
merge rust_relay_server -> main