127,241 Commits over 4,171 Days - 1.27cph!

10 Minutes Ago
merge from blueprint_fragment_fix
10 Minutes Ago
fixed bed workshop obj broken normals cause by rotated transform
17 Minutes Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
19 Minutes Ago
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
23 Minutes Ago
Add sail collision sets for raised and lowered states. Toggle as required.
24 Minutes Ago
Merge from monument_notification_sounds
25 Minutes Ago
- 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
25 Minutes Ago
Rebase on current /indirect_instancing
26 Minutes Ago
Clean up some failed experiments
29 Minutes Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
31 Minutes Ago
hatchet entity updates
36 Minutes Ago
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
40 Minutes Ago
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"
42 Minutes Ago
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
1 Hour Ago
Swap all of the raycasting to run on jobs via RaycastCommands
1 Hour Ago
Implement boat sinking for destroyed player boats
1 Hour Ago
Enabled r/w on renderer batch of floating walkways
1 Hour Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
1 Hour Ago
Include world layer in groundwatch
1 Hour Ago
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
1 Hour Ago
Portal marker works with any direction Higher res deep sea icon
1 Hour Ago
merge from main
2 Hours Ago
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
2 Hours Ago
Bone knife and variation updated
2 Hours Ago
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
2 Hours Ago
merge from volcano_stuff - was merged to release but not main
3 Hours Ago
Club animation updates
3 Hours Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
3 Hours Ago
First pass floating city variant 3 (walkways and flow still WIP)
4 Hours Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
4 Hours Ago
remove red keycard from silo monument s2p
4 Hours Ago
Hatchet variations set up
4 Hours Ago
player update 3p mingun anims exported
4 Hours Ago
First pass of map marker for the entrance portal
4 Hours Ago
Prevent boat building stations from being placed overlapping.
4 Hours Ago
Mannequin parts
5 Hours Ago
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
Today
Add component to floating city prefab and deep sea island prefab
Today
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
Manifest Codegen
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!
Today
Fix cannon rotation being independent of the boat when turning.
Today
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.