127,241 Commits over 4,171 Days - 1.27cph!
merge from blueprint_fragment_fix
fixed bed workshop obj broken normals cause by rotated transform
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
Update: AnalyticsUploader now flushes it's queue on shutdown.
- Updated tests to validate everything got flushed
- Fixed missed gzipstream end block serialization tracking
- Fixed ever-growing memory stream
Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done
Tests: ran unit tests
Add sail collision sets for raised and lowered states.
Toggle as required.
Merge from monument_notification_sounds
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn
- Add convar for reenabling monument toast notifications
- Add debug convar to figure out what's going wrong with oil rig notifications
- Protocol increment for modified RPC's
Rebase on current /indirect_instancing
Clean up some failed experiments
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Seperate physics queries from the avoidance logic itself
Use cached physics results for a few frames instead of having to request fresh data every cycle
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric
Change DHTML/HTML console message "source" color
Pull Request: Fixed missing Server Browser localization
Main menu adjustments
* Use localized string for "server not responding" for favorites
* Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text
* Adjust "Search servers by IP" menu in favorites tab
Fixed a bunch more compile warnings
Close spawn/context menus when main menu is open
Also disallow F1 to open spawnmenu in main menu
Call Remove instead of Close for toolstips, if Close is not defined
More compile warning fixes
Remove main menu's reliance on RUNLUA: hack
Reduce MAX_LIGHTMAP_DIM to 128
Bumpmapped materials allocate 4x the size, so we have to account for that.
Bump "target max" size for entdata to 4MB (from 394KB)
No real functionality change, just less OVERFLOW!!111 warnings on map compile
Added `spawnmenu_toggle`, defaults to 0
This setting is available in Utilities => User => Sandbox
Give better max values for Utilities => Sandbox limit sliders
Switch debugoverlay functions to better optional argument checking
* Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now
Added Player:SetFlashlightColor (clientside only, but works on others)
Minor cleanup: Remove GetPlayerEntIndex from headers
Fixed Player:Flashlight playing sounds when nothing changes
Use `gmod_flashlight` attachment for flashlight if it exists
This works for player models, world models and view models
Spawnicon resize menu: work around the weird offset with icons
Added ability to select what weapon Creator Tool spawns NPCs with
Update IME candidate menu size to fit new text
Fixed respawning while driving while dead putting you to death position
Respawning while driving will no longer snap eye angles to spawnpoint
Minor cleanups
Use consistent search paths for textures and some model code
* Makes textures load from "GAME" path instead of NULL, so it is consistent with models and materials.
* Changed some gmod code related to reading model files to also use "GAME" path instead of NULL for consistency with engine model loading
Prevent potential server crash with npc_heli_avoidsphere at edict limit
Fixed missing alpha channel on DoD:S playermodel fallbacks
Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
Swap all of the raycasting to run on jobs via RaycastCommands
Implement boat sinking for destroyed player boats
Enabled r/w on renderer batch of floating walkways
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
Include world layer in groundwatch
Update: add per-AnalyticsTable telemetry
- using this telemetry to improve unit tests
Next up need to add support for flush-on-shutdown
Tests: ran unit tests
Portal marker works with any direction
Higher res deep sea icon
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
Bone knife and variation updated
Updated 50 Cal Models and Prefabs to include the ammo box
Created 50 Cal Ammo Box Material
Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
merge from volcano_stuff - was merged to release but not main
BBS prevent building tweaks.
Setup prevent building for sails, stop them being spammed together.
First pass floating city variant 3 (walkways and flow still WIP)
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea
MapView minor cleanup
remove red keycard from silo monument
s2p
Hatchet variations set up
player update 3p mingun anims exported
First pass of map marker for the entrance portal
Prevent boat building stations from being placed overlapping.
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
Add component to floating city prefab and deep sea island prefab
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions()
- using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible
Position changes
Rename internall turret seat
Move aim position
Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.