132,791 Commits over 4,232 Days - 1.31cph!
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Fix scarecrow headwrap not working on female players
merge indirect_instancing fixes
Added convar to the settings menu
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
Relax IsMarkedForDeletion checks for Entity:Get functions
Fix ManipulateBone issue
Fixed a stack overflow crash with IK_ATTACHMENT
Large & small boathouse prefabs.
Fixed shadow proxy on walkway large stairs.
Potential fix for NPCAnimController NRE
Merge: from main
- Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities
Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
Update: BaseEntity.UpdateParenting no longer tries to update network group
- When client receives an entity snapshot, allow it to update the network group if it's out of sync
We already get network group change messages - there's no need to try to "guess" on the client and potentially desync.
Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
add convar setting for hammer always displaying health info, if you dislike clutter and want to turn it off
Renaming ruins to ruins_C for clarity.
Coconut hydration 60 > 50
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots
This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group.
Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
ScarecrowHead, FrankensteinMask and BanditOutfit repose
50cal reload sounds added to the animation of the single 50cal
Chages on the casino ambience and wind ambience
box ore - lods, gibs, prefab setup, icon setup, updated manifest and localization, icon manifest updated, updated model with matrix
Fixing health info exceptions after 1st round of testing
- sinking boats, generalized
- horses health info obscuring view
Merge from naval_missions
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
Bunker cannon tweak & sandbags that match the tropical islands.
merge from main - will need manifest rebuilding
rebuilt manifest and skins
adjusted world model emissive values to match viewmodel
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added emissive texture to front sight
NPC's can now have dialogue when you go to talk to them to complete missions.
Set this up for all the new naval missions.
Conversations now exit upon pressing the button to complete a mission.
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
changes on wind ambiences for the floating cities and casino ambience set up
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer.
- Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
updated vm lr300 space gun reload anim
Bugfix: handle spawn groups on non-baseentity gameobjects
Tests: procgen 2.5k in editor
space lr300 icon and hooked up to item prefab and steam item
Binoculars anim refresh polish
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable