193,693 Commits over 4,079 Days - 1.98cph!
[D11] Fixed deployable items not holstering correctly when driving a boat, blocked dropping items when driving and when sleeping, and when leaving a boat, any holstered items will now be un-holstered.
[D11] [UI] Fixed server define in water catcher (variable assigned but never used)
Tweaked font settings (should prevent chat lag)
Remove some client content we no longer need. Also added isServer param to hits and repairs, since not all hit receivers are NetworkEntities so checking server/not server wasn't always easy.
Get rid of the duplicated fonts
Horse sound import setting tweaks
horse eat sound tweaks
horse water footstep tweaks
Split ResourceRef into multiple files
- Seeding view punch to match with server.
- Ready to start re-arranging sorted bullet hits.
hooked up mount/dismount sounds
horse spawns
compile fixes
More horse water footstep work
Horse mount/dismount/eat loop sounds
Synched buoyancy with new waves
Increased ocean detail blend distance
Fixed cpu sampling and couple optimizations
Helicopter work. Can fly up and down.
horses don't like deep water
Testing some bullet changes
Horse water footsteps
Horse saddle movement sounds
More horse vocaliaztions
horse network optimizations
compile issues
improved horse visuals
horse optimization
transformUtil.GetGroundInfo now non alloc
Fixed a few main menu problems - server settings "not saving" and a JS error
fixed cargoship glass mat
Removed dodamage from hits
Added SF_LUA_RUN_ON_SPAWN global for addons
Restore MAX_DOWNLOADABLE_FILES to 8192, even if for nothing else but to figure out why this was reduced to 4096 by GMod (Hopefully doesn't break net compability)
separated pass for trajectory and cursor, tweaked render pass order
tweak trajectory shader and added unlit particle xray shader for the cursor
rerender some item icons
Forgot to include the .fgd
Community Contributions:
* Vector/AngleRand() now have optional min/max arguments
* nano optiosation for math.Clamp
* Added spawnflag 1 to lua_run - Run code on Spawn (added to .fgd, defaults to not set)
glitchy horse footstep fix
Cleaned up undo library file
Increased undo limit in UI from 32 to 100
DListBoxItem now properly checks its IsSelected() state for drawing selected state rather than relying on DListBox not having mutliple selections and testing whether the selected item has the same text as its own text
Community Contributions:
* math.Clamp nano optimisation
* VectorRand and AngleRand now have optional min and max arguments
fixed icon renderer for lwrp for all the customisation
set platform specific compression, improved unit render (uncompressing all the texture before rendering)
rerender all the customisation icons
removed old unused item definitions
tweaked horse blend times on controller
better horse movement on stairs
Sensible open sea values
Blending from shore to open sea
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
added 1st pass horse eating anim, added to animator