139,736 Commits over 4,352 Days - 1.34cph!
Expanded renderer bounds on the ladder hatch skinned meshes
Fixed pivot on Kiosk E decals
Backpack is always showing on the 7th slot
Open folder button
WIP on fishing changes
- Add overfishing: catching too many fish in a given area will overfish it, making only junk items come up on subsequent casts (many convars to come, it will be highly configurable do not worry)
- Deepsea fishing has better results, low tier fish removed from the fishing loot pool
(potentially) Fix signage pooling issues.
Fix main menu manager start up error when running with main menu disabled.
Merge from tunnet_netgroup_fix/launch_site_hole_carve
First pass of rentable shop leak decals. Enabled GPU instancing on rentable shop materials. Re-UVd decals on Kiosk F.
Another partial fix for small hunting trophy
partial fix for point/spot light biasing inconsistency with BiRP
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Loadout sorting, item count text and added empty item icon background for VirtualItemIcon
Add toast error for looting in safe zones
Fixed FlexVirtualScroll on disabled gameobjects
Fix virtual scroll top and bottom spacers from not being set to the correct height in some instances
We werent using min and max height properly
indirect_instancing.buffer_upload_mode NRE fix
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m16a2 viewmodel prefab scale edit and anims
merged main -> rust_relay_server
pre merge (resolved packet sending issue)
fixed check for is in lake
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
code clean up and refactor for better ocean/river/lake waterflow calculations
lots more charm attachment points
Loadout widgets show belt and wearables items
merge from reapply_136367
Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
Fixed some compile warnings
Fix a NPE crash with network transmission check
Change Hammers ???? spawn flag to a more descriptive text
Restore gmod_language cvar for dedicated servers
* Kinda lame that I have to do this, but in order to not break stuff
Apply some validations to shader API
Use actual model scale for jiggle bone scaling
* It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled
Make joystick input add to mouse delta, not replace it
* Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think
Merged Pull Requests
* TTT: translatability improvements
* TTT: use GMod language setting by default
* TTT: Equipment menu sorting options
* Menu: Optimise digest scheduling
* Pass along GM:AdjustMouseSensitivity's arguments to weapons
Make BuildFromTriangles read weights from util.GetModelMeshes
* It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
More ent_create NPE crash fixes
vgui_slideshow_display refuses to scan invalid folders for slides
Delete a few more "test" concommands
* This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere
Add 2 new parameters to VRAD
* `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters`
Lets try rebuilding ambient cube indexes for when there are >65536 of em
Lets try making singleplayer always select first spawnpoint
* This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development
Fixed crashes with SavePresets
Fixed decal related crashes with static props
* For "clipped vertices" (whatever that means) it would crash, so we prevent that
Make template spawned entities be removed if they are not NPCs
* This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server
Do not assign client-only color_correction entities serverside
* This fixes map cleanups applying color correction that is not applied when just starting the map
Undo some changes to clientside game.CleanupMap()
Revert "Lets try making singleplayer always select first spawnpoint"
This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
merge from new_console-ui
merge from iocounter_resetvalue
Auto clamp the counter reset value when typing in the input field
adding wall_tiles_mosaic tileable textures
mapped it on the apartment building facade
setting up m16a2 prefbabs
merge from iocounter_resetvalue
Add non-halting error when tables have wrong data type
* This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong
Delete particle_test* convars/concommands
* Seem useless?
Delete simple_bot (simple_bot_add concmd)
* Nextbot test entity or something?
Delete hunter_shoot_flechette concmd
Delete fadein and fadeout console commands
* I think that this is never used?
Fixed a number of concommands crashing when using on srcds
* For example `prop_physics_create`
Give weapon_cubemap a unique bucket position
* So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary
Disable most impulse commands
* This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203
* All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning)
Remove some CAI_BaseNPC debug stuff
Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used
Remove CBasePlayer::m_rgItems (unused)
Enable default weapon selector to render weapon slots 7-10
* They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it
Move where model scale limits are enforced
* Also delete duplicate m_flModelScale definition in the data table
Rework weapon selector weapon positioning
* It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same
* Removes a few SlotPos related hacks
* Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind
Minor cleanup
Fix a crash with improper usage of prop_ragdoll
Fix physgun glow rendering in buildcubemaps
* Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible
Fix potential crashing issues with GetModelMeshes
Reset firing delay on weapon holster while in reload animation
* So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload
Fix animation canceling with the RPG reload
* You can no longer holster and redeploy to bypass the reload animation after firing
More IO counter code cleanup
Revert "Lets try making singleplayer always select first spawnpoint"
This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
Undo some changes to clientside game.CleanupMap()
Phrases, fixed conflict in PressButton.cs
Can now change the reset value of IO counters
Cleaned up some old code
Various final fixes with console input and autocomplete fuckery
Added salvaged axe, bunny costume and new egg to the skin viewer
Updating female bunny costume prefab with burst cloth and correct mesh