147,394 Commits over 4,444 Days - 1.38cph!
Fix monument blocker resource dispenser not respecting its melee protection stats
Fixes an explosive damage only monument blocker still being able to take melee hits
Set correct motion vector shader in RRP settings
force runtime lookups to rebuild from the updated asset
Fix compile simulator not working in parallel mode
- use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath
- accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to
- each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
delete leftover file from tropical 4, plastic somehow forgot it
Bugfix: accidentally used ducked instead of ducking modelstate, whoops
Tests: ran consisntecy unit tests
Cobalt Statue - Added colliders and modified prefab settings
Optim: ServerCachePlayerInfo - stop caching isDucking
Tests: AH consistency unit tests
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Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Fixed the final bloom pass's render texture size
Optim: ServerCachePlayerInfo - don't cache isOnLadder
Tests: ran AH consistency unit tests
demo_compatability_layer -> main
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Also set telephones to be always powered
- was setting them to not require power but that was only applying on the server
Implement camera motion vectors
Empty compat file so it gets included in builds
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
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Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
merge from attachment_charms
Fixed skinviewer vertical drag clamping not clamping for real
Tweaked charms lighting
vending_stats_text_fix -> main
Stop the text going blurry in the vending stats page
office light prefab & related files
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states
Will allow me to removed caching of 5 properties in ServerCachePlayerInfo
Tests: booted craggy
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked
So you can remove a charm on a picked up gun
- Rewrite of the demo compat system
- General cleanup
- Couple of weird editor only bugs fixed
Fix new mountable tests having the "Deployables" category, breaking deployable tests
Minor cleanup, testlist
Set up (empty) camera motion vector pass
Merge from satellite_crash
Enable map zooming on the targeting map.
Codegen.
Fix per-object motion vector pass
Add teleport2satellitecrashsite
main -> demo_compatability_layer
Glowing Wallpapers - Ceiling stars WIP
camera_flash_fixes -> main
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags
Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Minor 64bit compile warning fixes
Remove test_freezeframe concommand
Consistent usage of "64-bit" formatting in window titles
Fixed a crash with TextEntry when going to the next word to the left
Add some more map loading & other self checks
Fix Airboat wake effect drawing in depth pass
Remove FCVAR_ARCHIVE from sv_loadingurl
* Don't want this to be saved on game clients.
Fixed a bunch of unreferenced function warnings
Fixed some minor compile warnings
Completely remove the disabled Valve's ancient phonehome stuff
Minor changes
* Fixes for VS analysis warnings
* Some merges from TF2 SDK VPC scripts
Hammer tweaks
* Minor fixes to layout of loading dialog
* Prompt the user for a new name if picking an entity that has no name
* Fixed "Make hollow" spin control not doing anything
Minor cleanups
* func_tank FGD descriptions
Make Player:UnSpectate() clean up value set by Player:Spectate()
* remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE
* Prevent Player:Spectate() sending 3 useless usermessages to the player
Minor cleanups + studiomdl.exe overflow checks
Fixed MaxHealth not updating correctly in singleplayer for local player clientside
Minor cleanups
Update HLMV control panel layout to be less claustrophobic
Fix HLMV crashes when no hitbox sets
Potential crash fixes
* Fixes a crash issue with HLMV, possibly some Hammer ones
More potential crash fixes
* probably a nothing burger, but maybe will catch one or two Hammer crashes
Add addon ID to "Hidden Addon" title fallback
Micro optimization for halo when rendering models with decals (PR)
Fixed PlayerStartVoice not running for local player
* Fixed local player volume being NaN for a split second when starting to talk
Make mxSlider respect the tick count under modern v6 windows styles
Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended
* make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though?
Remove trailing newline from certain disconnect messages
Fix weapon_pistol prediction errors
* its weird how it only happens on dedicated servers, but ANYWAY, fixed now.
Mark some NPC related debug commands as cheats for consistency
* Also fixes a crash with `ai_test_los`