128,125 Commits over 4,201 Days - 1.27cph!
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty
- Extra profiling in a bunch of turret methods
- Run at randomised time to keep the thread clear
Now disable their canvas when invisible:
- Team ui
- Fog overlay
- Wounded screen
Some fixes to other screens not disabling themselves by default
Setup swap RPG component on viewmodel
Marked remaining floating city collision meshes r/w
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers
S2P floating city 1+2
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud
Unused legacy stuff
Now disable their canvas when invisible:
- Build cost indicator
- Repair cost indicator
- Game tip
- Voice chat
- God and invis overlays
- All full screen overlays (9 canvases)
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
merge from optimize_water_body_culling -> main
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
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Rewrote cmounted turret client prediction
Fixes for Lumberjack and Outpost scientist NPC's
Handle edict limit Lua errors in some Sandbox dupe functions
Sandbox entity spawning adjustments
* Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists
* Use list.GetEntry where possible, avoid copying the entire list and cleans up code
Fixed list.GetEntry erroring when used
Fixed duplicator support for HL2 entities as non admin
* Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do
* Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks
* Portal cores now duplicate properly
Added resistance-hacked combine mine to spawnmenu
re-exported hmlmg from blender and split off ammo box
Update VRAD limit output
Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0.
For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props)
Make .properties parsing code same on win/linux
Fixes certain strings not loading correctly on Linux
Update localization files
Merged Pull Requests
* Optimized Widgets system
* Server rating penalty for outdated servers
* Localization for chat message prefixes (dead/team messages)
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.
Added female prefab to all Skinnables, now shows proper male/female prefab in workshop scene
Cannon deployment improvements/fixes, works nicely with cannon wall.
Enabled pickup for cannons.
ValidBounds checks cleanup
Smalle engine deploy guide fixes/no collision.
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
RPG7 - updated viewmodel and textures, added worldmodel and LODs
Progress & proper hierarchy structure on 3
IBoatPropulsion compile fixes
Jobify the damage region scanning for instance data
Small engine can now be picked up
Revert cannon prefab to before it exploded
Fixed broken material on roof_support_a_end
Added culling volume to casino interior lights
Bugfix(editor): StoreBundleTool - handle invalid paths
This can happen if the serialized path now points to renamed or deleted resource.
Tests: none, don't have a case like that right now.
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.