137,126 Commits over 4,474 Days - 1.28cph!
Merge from control console art
merge from storepage_glowingwallpaper
Added glowing wallpaper pack store page
Bunch of asset + folder cleanup, rename, organize.
Satellite prefab cleanup, remove placeholder art.
LODs and COL for stacked terminals monument blocker
Bugfix(editor): add ResetStaticFields to OcclusionCulling
- codegen
Tests: spawned copypaste, restarted game in editor - print out doesn't mention lingering renderers
Updating alien costume cloth asset
merge from glowing_wallpapers - added square steam images to pack
Deleted accidental texture exports
Updating alien costume woth burst cloth
added square steam images to glowing wallpaper pack steam item
some scene redesign at powerplant to accomodate the new loot cage
Fixed phrase merge, restored 37 phrases
Merge from main (broken merged phrases)
Manually disabled shadows on wire_prefab - this is used for powerlines
Shadows used to be disabled via the IsShadowInsignificant check which checked if the mesh was small and the lod level was greater than the lod state count - 2
Both of these are true in this case, it's a two state RendererLOD that is small and then scaled up
We've fixed both of those issues this month so shadows appeared on the powerline wires which looked bad at higher shadow cascades, so just disable shadows manually
S2P outpost, harbors, launch site, powerplant, trainyard
game_room_dlc/pool -> game_room_dlc
Debug commands to change pool table state
Close the pool dialog in between shots (this is temp but needed at the minute)
- More game registration fixes
- Player slot and id fixes
- Fixes for remounting
- Toast/status fixes
- Fixed not being able to complete the game
- Allow access to reset game
More pool ui fixes, ensure stripes/solids renders on the ui
Ensure eight ball ui doesnt turn itself off
Fix busted 3p cue position/rotation
- Cleaned up deploy volume, colliders, construction script etc
- New Icon
Change ... to say PROCESSING TURN in pool table status
Viewmodel fixes
- Wireup new full and low power cue positions
- Ensure hands can be seen (now using the right material)
Add flailing, turn down launch boost a bit, ignore swing collisions
game_room_dlc -> game_room_dlc/pool
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
Merge from apartment_complex_monument
Fixed missing upkeep terminal server error when upgrading rooms
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
Fixed concierge conversation not filling the room number and rent values
Also fixed medium and large upkeep using the wrong phrases
Possible fix for missing apartment_small_col fbx in builds
The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
Reset MaxArmor on player spawn (unless during level transition)
Do not render $no_draw materials on models in depth pass
Fixed a crash with game.MountGMA
Fixed armor being stripped with hl2_episodic on level change
Make player model Alyx use separate head material
* Fixes Alyx NPC losing phong detail in the head material
Minor changes to viewpostproces from TF2 SDK
* Removes duplicate creation of mat_colorcorrection
Delete serverside mat_hdr_tonemapscale & some related entity IO
* Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame.
Adjust texture panel header to scale with screen width
Added Entity:PlayFootstepSound
* Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot
* Also fixed NPC footsteps not respecting intended footstep sound volume
Fix an edge case with legacy skins (workshop id 0) incorrectly appearing as selected