256,509 Commits over 4,018 Days - 2.66cph!
Rotate player when rotating the static ballista
Rewrite drop object undos
Rewrite all undos using new iteration of undo & add some missing undos
Fix compile error on linux
VR: Remove obsolete controller checking bools that nobody's using
VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952
VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9
e.g.
```csharp
Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default
Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller
```
VR: Better controller interactions in menu, move panel to a more comfortable height
Add conforming hand pose support
Update GHA script
Update x86-64 script too
Update: ServerDemoPlayer - Only maintain entities from demo stream
- Destroys any entities that server decides to create, if they were not part of demo stream
- Reserve a 100k network IDs when playing a demo to avoid ID clashes
- Refactored message logging when playing back demos
Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further.
Tests: played back 4 separate Craggy demos - all played back properly.
Implement XR_EXT_hand_tracking_data_source for hand tracking detection
VRAD: Only show "Warning! Invalid model version" with verbose flag
Also expand the warning to show the versions
Fixed crash when ents.CreateClientProp is given an empty string
Do not complain if gmod_uncache_test doesn't exist (srcds)
Change Hitbox 7 color from white to orange
Fixed NPC icons in spawnmenu search not having default weapons set
COLOR:SetUnpacked type checks its inputs
Remove IMaterial:GetColor override hack as it is no longer needed
Improve type errors thrown from Lua
Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level.
Remove RegisterMetaTable and vgui.GetAll polyfill hacks
Hammer: Update Lighting Origin to mention info_target, not info_lighting
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls
Added an ever increasing counter to poster file names
Updated C_RPG.MDL to use correct muzzle flash event
This fixes a warning that would print when the RPG is fired
Allow closecaptions in multiplayer with the cvar set to 1
This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
Added `viewid` to render.GetViewSetup
Fixed a server crash exploit to do with malicious packets
Added "DoImpactEffect" for `ai` and `nextbot` SENTs
Added model scale preview to Hammer
Fixed a typo in hl2 fgd
Update Portal turret relationships to certain NPCs
Antlions fear them now, and it hates combine hunters and gunships
Fixed Portal Rocket Turrent not updating its facing angles when no target
game.CleanUpMap deletes C_Hairball
Merge Pull Requests
* Fix indentation of the gamemode list items
* make file.Write and file.Append return success of file.Open used internally
Fixed bone manipulations being changed on level transition
Fixed camera entity losing its keybinds on level transition
Fix merge errors
Support disabling FoliageGrid refresh.
Disable FoliageGrid refreshing during preset changes, manually refresh once settings are all applied, reduces calls from 2 to 1.
Split manual LODGrid and FoliageGrid refresh calls over two seperate frames when changing presets.
client doesn't assume player ragdoll is always lethal
don't let player mount a ragdolled horse
Setup virtual pre/post apply functions.
Override for TweakGraphicsPresetsUI and toggle LODgrid refreshing there instead.
Cherry-pick marking DamageTracker `public`
Mark DamageTracker `public` (third attempt 😤 )
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
Lock FontManager cache when accessing
Refactor
Generated resources get weak cached in memory for re-use
Fixes, can mount static ballista
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
Mark DamageTracker `public` (again 🙄)
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
Mark DamageTracker `public`
Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now
Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received
Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)"
This reverts commit de7b93d17c7a036a567347794ca51163132ef42a.
Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders
Build shaders
Added static ballista deployable, without the wheeled base (wip)
Renamed ballista vehicle to "Mounted Ballista"
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
recompiled oil_drum + oil_drum_explosive
scale correction, sorry not sorry
FastDebugDraw WIP with fucking new files
Correct tiger push direction
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
Battering ram back door effects
Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed
A visual wheel can't hit its owner colliders
Make sure it doesn't run in headless (errors out on dedicated server)
Expose Application.ShutdownUnitTest()
Throws if not currently running a unit test
If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine