155,616 Commits over 4,536 Days - 1.43cph!
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
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merge from MetalDetector_WorldmodelBulb
merge from LightHouseReverbFix
Fixed bbq radial menu referring to Campfire
merge from 3p_weapon_double_sounds_fix
merge from 2026_worldmodels
Increase padding on livestock UI
merge from wooden_loot_crate_gib_fix
merge from hqm_collectable_scale
merge from arrow_breaking_fix
merge from holsteredwep_chest_armour_fix
Fix for playing 3p sounds x2 on weapons
- applied glass ak specifc sounds to 3p weapon instead of base ak
- removed reload anim events in lr300 space, added correct space deploy sounds
- Stop carpet feet clipping
- Move title down a bit
- Reduce no color picker spacing
- Stop colour swatch's being squashed
- Stop colour swatches having thick borders
- Fix edit system not working
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed
- Fix time progressing between tests, causing some tests to suddenly run at night
enable mipmapping on tiger textures
Update: make store page fallback to assets from UI bundle if failed to load textures from backend
- item tile now only initializes once it's shown (as was intended this entire time)
- fixed duplicating OnImageLoaded callbacks
- reactive cover image if httpImage failed
Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
Squirrel new animation set
Added textures for procuderal calf patterns, set up new material.
enable mipmapping on polarbear textures
visual pass on existing fur materials
Apply GrabPass fix to 5 more shaders
Fixed an issue with usermessage hooks
Do not clamp flexes of C_BaseFlex when set from Lua
Add entity names to "MOVETYPE_FOLLOW with no model" warning
Implement CTRL+Backspace and CTRL+Delete for text entries
Try to prevent game breaking states with silly values of m_yaw/m_pitch
Minor cleanups
Added "session_begin_ignore_version" hammer command
* If you brick your VMF with this, don't blame me
Add description to r_PhysPropStaticLighting
Move "dynamic shadow poke through" "fix" to opt in convar
* r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes
Try preventing "non positional" control points bloating particle bbox
* This should help with particle sorting
* Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones)
* This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Fixed some regressions with recent changes
* Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing
* Some minor model panel/icon/player model selector fixes
Fixed couple potential Lua stack corruption issues with hooks
* Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound
Fixed some typos
Minor whitespace cleanups
Remove some unnecessary usages of std::string
Remove "ReleaseVideoMemory" stuff from Hammer
Fixed Hammer material list leaking file search handles
Allow render.BindLocalCubemap with `nil` to unbind the cubemap
Workaround double messages per Sandbox limit hit
* Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc
* When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
exported nailgun refresh vm anims
Fixed the crate outside the entrance of cave_small_easy spawning inside the cave wall, S2P cavesmalleasy
- Ensure icons use the studio lights
- Turn off animations when you zoom in enough
- Bring back 'rotate' text
Merge from Livestock_animals
merge from Seaturtle -> critter_animals
fixed the metal detector worldmodel bulb being turned on
Add temporary tool for solving animal animation speeds exactly to match motion so there's no foot sliding
Updated all critter animators and speeds with new values to better match each other
- Desaturate unselected slots
- Fix dust not showing
Created Cow Meat Cooked, Raw and Spoiled Icon
Created Lamb Meat Cooked, Raw and Spoiled Icon
Hooked Up New Icons
merge from locomotive_bell_fix
Delete the now unused physics material
Fix the locomotive bell sound being clientside only, now other players can hear it
Fixed reverb in the lighthouse being heard outdoors near the ladder, S2P lighthouse
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Construction sockets
Relaxed prevent building volumes for easier deployment
Merge from render_pipeline_testing
Updated Lamb and Sheep Prefab to give Lamb Meat when harvested
Merge from playerboat_wheel_codelock_change
Added an option to change the steering wheel code lock for player boats
Added Lamb Meat Model and Textures
Setup Lamb Cooked, Raw and Spoiled Meat Materials
Setup Lamb Cooked, Raw and Spoiled Prefabs
Updated Lamb Meat item names and descriptions
Merge glass AR motion blur fix
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
Keep the current slot icon rendered until its replacement is ready
- Stops flip flopping between empty and full