146,878 Commits over 4,444 Days - 1.38cph!
merge from skinviewer_fixes_june26
merge from store_background_fixes
merge from cartbutton_friendlist_fix
merge from menu_notifications
Modified conditionals to not clip with certain hats
merge from console_focus_fix
merge from strobelight_flags_fix
Fixes to barricade blocker hierarchy so get rid of permanent stage 1 mesh.
Experimenting with sampling TCs and checking those areas last so we're more likely to find a clear spot first.
Add missing swiftsader libs for Linux 64bit
Do not try to init vaudio_speex when using Steam voice
Removed a bunch more Xbox360 GameUI code
* Removes point_bonusmaps_accessor entity
Update Workshop stats in Steam according to Steam constraints
Prevent player.CreateNextBot and `bot` command in singleplayer
Fixed SpawnIcon positioning for certain models (Community Contribution)
Crossbow bolts tweaks
* Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities
* Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props.
Fixed potential crashes in material system
Minor fixes
* weapon_flechettegun.lua cleanup
* npc_hunter & env_spritetrail save restore fix due to double curtime changes
Enable phys_slideconstraint notifications
Mark g_debug_* as cheats consistently
Remove player_limit_jump_speed (unused)
64bit saverestore fixes
Fixed npc_turret_floor dying multiple times when shot
Added cam.GetProjectionMatrix and cam.GetViewMatrix
Minor cleanups
* Get rid of GMOD_Player::PlayStepSound (pointless override)
Fix prop_effect not being affected by color tool's alpha setting
Minor changes
* Micro optimizations for footstep sound playing
Fix SuperDOF tiling with poster (will still be blurry as it just stretches the texture)
* Also fixed SuperDOF result texture not rendering while main menu is open
Automate Lua IMaterial refcounting
* Push_IMaterial ups the refcount, not each individual Lua binding. Now works exactly like ITexture bindings do.
Stop some pointless materials being loaded on game start up
* Delete CHudVoiceSelfStatus
* Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
Minor cleanups
* Delete hud_drawhistory_time convar (unused)
* Disable loading of certain weapon textures that are unused, such as ammo icons
Further cleanup, boolean gating for lookup creating
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
Fixed skin item modal not updating when using the arrow buttons to navigate
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
Gibs and LODs for heavy barricades. Plugged into entity setup.
main -> demo_compatability_layer
update_metabolism_network_optimization -> main
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Fix SenseComponent.Tick InvalidOperationException
Fix ai sense adding to a dictionnary while iterating on it
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Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
more optimisations in large apartment
added a proper static prefab for the bear rug
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
merge from hanging pot plants
set dressing progress in floor 5
Log warning instead of error when no save file for navmesh is found
Fixed not being able to reskin large furnace while there's storage adaptors attached
Fixed reskinning regular furnace <-> legacy furnace not preserving attached storage adaptor
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