198,742 Commits over 4,140 Days - 2.00cph!
Simplified small boat fx down to 2 emitters, from 17(!).
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Fix a small visual glitch with DListView column layout
Better names for Texture shader options in spawnmenu (Community Contribution)
Make the favorite star on the nexuses server browser work
Try applying m_FrameSnapshots mutex from CS:GO
Supposedly fixes sv_parallel_sendsnapshot and sv_parallel_packentities random crashing
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Disable renderer batch too
Disable grey placeholder mesh in building blocks
Fix entities not being deleted
Send building block snapshot when they first join
Ghetto fixes to work in standalone build (render manager prefab wasn't spawning)
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DGrid Clear() support, and ignore invisible items (Community Contrib)
Match changes (GMOD_DLL_EXPORT) from gmod module base
Added $phong and $envmaplightscale support for lightmappedgeneric
$envmaplightscaleminmax included
hatchet viewmodel prefab updates
Nuked Core backend + small reorg in shader folder
Working on fixing pelvis offset troubles and fixing the jitter at initial spawn
exported new bear canter anim
Arena design flank test, can flank from cover as an option.
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merge from ferry_terminal
Fixed arm positions not being set. Some bones were null, and blocking subsequent ones from being set.
If corpse is an old-style corpse, still spawn it at the player's centre point instead of at their feet. + some debug tidy-up
New system to handle the server having no info on the position of a player's limbs:
- Server saves a player's PlayerFlags just before death resets them, and passes them into the corpse.
- PlayerCorpse looks at them and infers whether they should be standing, crawling, sleeping etc.
- Corpse then selects from a set of new scriptableobjects storing bone position data, and copies that bone data into the new ragdoll, getting the server's ragdoll starting position much closer to what will most likely be happening on the client.
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation
Corpse prefab bone structure fixes
Should convert all renderers of prefabs, such as reflections
Fixed pelvis shenanigans, reverted to original ragdoll style. I didn't originally realise that the pelvis isn't always at 0,0,0 (e.g. when crawling)
Get tag filtering working for nexuses
override controller anim selection updates
updated melee moving /running upper body anims
Optimize IsBannedServer to reduce slowdowns while loading the server list
Show tags for nexuses on the server browser
Bug fixes for the normal Steam server lists
Update FP.Nexus to get tags
Fixed all remaining issues spotted with the torch. LOD emissive flickering, conditional 1P hiding, shadow glitching and more I'm forgetting.
Added DDrawAnimalMovement editor convar, draws animal movement info for debugging/testing, currently:
magenta line: current ServerRotation (set to navagent desiredVelocity.normalized)
cyan line: clientside movement delta, used to slerp clientside rotation to
yellow line: current clientside rotation
merge from main -> global_networked_bases
exported updated bear walk anim
Fix entity updates
Add `rendercube` command for testing
Fix guide for building having disabled MeshRenderers
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
diver torch functions in 3rd person