133,403 Commits over 4,262 Days - 1.30cph!

Just Now
Added log to help debugging the deepsea portal teleport position issue
4 Minutes Ago
Minor cleanups Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Add more entities to protected list * gmod_gamerules, ai_network, soundent * instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager * These are internal runtime singletons Lua has no business touching StudioMDL: Make $maxverts optional * Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list Fix map load crashes with that one map I was sent Adjust "Invalid value %f for -maxlightmapdim" warning * Will now say that it is ignoring the value, and display the valid value range. VBSP now adds extra keyvalues to worldspawn about itself * 2 keyvalues that could be useful for debugging: * "vbsp_version" which will contain the VBSP compile date * "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP Fix ManipulateBone issue Fixed a stack overflow crash with IK_ATTACHMENT Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer
5 Minutes Ago
Added new variations to the 50cal reload
13 Minutes Ago
Add 5s time cap to client requesting update to mission states
13 Minutes Ago
Merge from client_request_mission_states
22 Minutes Ago
Merge from naval_update
23 Minutes Ago
merge from main
39 Minutes Ago
added space lr-300 store specific icon
38 Minutes Ago
merge from space_station_weapon_skin
43 Minutes Ago
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
48 Minutes Ago
ironsight target tweak
52 Minutes Ago
merge from space_station_weapon_skin
56 Minutes Ago
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
58 Minutes Ago
Merge from space_station_weapon_skin
58 Minutes Ago
Fix warning spam on viewmodel
1 Hour Ago
Male mummy wraps full body reposed
1 Hour Ago
Prevent createdeepsea from running if deepsea.enabled is false
1 Hour Ago
merge from fixedupdate_cleanup
1 Hour Ago
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
1 Hour Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
1 Hour Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
1 Hour Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
1 Hour Ago
Add null checks to various places in PlayerBoatSounds.
1 Hour Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
1 Hour Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
1 Hour Ago
merge from deepsea_leak_fix
1 Hour Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
1 Hour Ago
naval_update -> mountedturrets_fixes (broken everything)
1 Hour Ago
Merge from naval_update
1 Hour Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
1 Hour Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
2 Hours Ago
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2 Hours Ago
naval_update -> mountedturret_fixes
2 Hours Ago
merge from deepsea_disabled_fix
3 Hours Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
3 Hours Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
3 Hours Ago
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3 Hours Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
3 Hours Ago
fixed skinning issues
3 Hours Ago
Merge from naval_update, revert oilrig scientists
3 Hours Ago
Merge from revert_oildrig_scientists
4 Hours Ago
Convared the distance within players wake up boat scientist AI
4 Hours Ago
merge from spacestation_storepages
4 Hours Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
4 Hours Ago
Use old scientists on both oilrigs
4 Hours Ago
ai.npc_spawn_on_deep_sea_islands default to false
4 Hours Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
4 Hours Ago
Added Water Bucket Textures Setup Water Bucket Materials
4 Hours Ago
Setup Water Bucket Refresh Folder Structure
4 Hours Ago
added in lewis's much better space station building skin cover images