140,889 Commits over 4,352 Days - 1.35cph!
Fixed a bunch of gestures set to loop incorrectly
Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes
Prevents the state machine switching to the idle state and still being visible during the fade
Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
water wheel deploy fires effects instead of using RPC
footsteps now play when a player pushing the water wheel
Female head UVset updates
Disabled Has Exit Time on the SItting -> Exit animation state
The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts
This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts
It always did this, but because the default sit animation was a single frame it was unnoticable
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame
This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
fix sky compositing regression
Merge from projectile_visibility_fix
Fix projectile effects instigated by other players spawning under the map
Updated UVsets on FemaleAverage LODs for hair caps
Update branch
- Fix download_server_list command not passing whether to include empty servers or not
Switch Snark/Tripmine/Satchel to HL1MP base for prediction
Jiggle bones, NPC blinking and IK to use doubles
HL:S weapon high curtime fixes
More double curtime work
CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime
Some NPC improvements at high curtime
* Scanners, Task/Schedule system, gargantua, hunter, gravity gun
Change beam related variables to doubles
Player anim state doubles
More bone setup conversion to doubles
* C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges
Particle system doubles
Apply fmod for CurrentTime matproxy
* Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly
Double curtime for closecaptions
Switch EmitSound delays to doubles
merge from main -> fix_server_browser_compression
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comment out ddraw for compiler issue
merge from qol_bug_report_config -> main
Clean: simplify sync from flying cache back to players
Tests: none, trivial change
Include client.cfg when making a bug report to help when looking into the bug reports
Clean: annotate AreFlying jobs with context comments
- got rid of ref and added ReadOnly in a couple places
Tests: compiles
Fix the deployable / redirect issues flagged earlier
- a few fireworks were changing variant when picked up
- industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them
- fluorescent ceiling light had different protection and HP than regular ceiling light
- one of the lunar dividers had incorrect protection
- innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target
- reactive target could be picked up while building blocked
All green now ✅
merge from fix_network_profiling_broadcast -> main
Add toast message is area is overfished
Merge from monument_notification_sounds
Fix network profiling not counting how many packets are queued on main thread vs broadcast to multiple players
Changes to server gameplay event notifications:
- All gameplay events now run through the WorldNotificationConfig asset. Events without sounds will always display UI toast messages, as before
- Cleaned up how the monument notifications worked, now go through the player like toast messages do. Was able to get rid of the entity on oil rigs used just for sending the event notification. S2P both oil rigs
- Player and event must both be inside/outside the deep sea for the player to be notified of that event
- Removed ServerVar 'global.legacymonumentnotifications' and ClientVar 'ui.monumentnotificationtoasts'. Replaced with ClientVar 'ui.worldnotifications' and an option under game settings->UI->misc to set prefer sounds/sounds+toast/toast only
- Corrected the AI generated convar description for 'graphics.compass'. Doing my part in the machine war
merge from deep_sea_sleeping_bag -> main
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merge from main -> deep_sea_sleeping_bag
Fix spacing of sleeping bag separator
Include hidden redirect items in the tests for inventory sounds
Split off interior of rentable shop A (wip)
Bowless Crossbow - missing changes
Bowless Crossbow - updated viewmodel, WIP textures
fix bounds after downscale + snapping changes