193,021 Commits over 4,049 Days - 1.99cph!

7 Months Ago
Minor bounce shift to fix stray spec.
7 Months Ago
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7 Months Ago
7 Months Ago
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7 Months Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
7 Months Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
7 Months Ago
Added setlocalplayervisible client admin command
7 Months Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
7 Months Ago
Player:StripWeapons drops weapons before removing them This mimics behavior of Player:StripWeapon() Added massCenterOveride for certain physics init functions PhysicsInit PhysicsInitMultiConvex PhysicsInitConvex PhysicsFromMesh PhysicsInitBox PhysModelCreateBox doesnt reset solid parameters Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png Case sensitive include (Linux compile fix) Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called Added "use local space" to "Position Within Box Random" particle init Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
7 Months Ago
Apply the fix for Panel.Exec on SetHTML'd panels This is probably wasn't affecting this branch, but still match the code Run render.UpdateRefractTexture during halo rendering Fixes garrysmod-issues/issues/6000 Delete constraints.lua Unused file Added sbox_maxconstraints and sbox_maxropeconstraints Both default at 1000, sbox_maxconstraints is for non rope constraints only, not ALL of them. Nocollide is considered a non rope constraint now for the sake of limits. Also fixed a bug where duplicated constraints would not be able to be cleaned up via Utilities > Admin or User Cleanup player.CreateNextBot sets the bot name by player_activate event Fixes for HL1 barnacle Added SetTarget1-4 to logic_choreographed_scene/scene_entity Pull Request: Search bar in icon editor + copy to clipboard Pull Request: TTT traitor button fixes Fixed CNPC_ControllerZapBall not doing damage Consistent returns from Sandbox tool Make* functions Minor clean ups in constraint library Bump max save game size to 16M (from 3) This is Source's save system, for level transitions Implement GetPreferredCarryAngles for `ai` type SENTs Disable -nulldevice Added NPC:SetIdealSequence Fix undoing nocollide constraint not restoring collisions Adds `disable_on_remove` keyvalue to `logic_collision_pair` Adds 5th argument to constraint.Nocollide - disableOnRemove Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option Merged Pull Requests TTT: Minor updates to Turkish translations Optimized SortedPairs further Added properties.Remove( name ) Added surface.GetPanelPaintState returns a table with the following keys: * translate_x * translate_y * scissor_left * scissor_top * scissor_right * scissor_bottom * scissor_enabled
7 Months Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
7 Months Ago
Updated Meta Files
7 Months Ago
Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
7 Months Ago
merge from physics_horses
7 Months Ago
merge from main
7 Months Ago
merge from RF_optim
7 Months Ago
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7 Months Ago
Put counter text changes on the correct branch
7 Months Ago
Clean: forgot to save an extra comment Tests: none, trivial change
7 Months Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
7 Months Ago
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7 Months Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
7 Months Ago
Merge: from main Tests: none
7 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
7 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
7 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
7 Months Ago
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7 Months Ago
Merge from main
7 Months Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
7 Months Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
7 Months Ago
Fixed large stables vendor getting killed on server restart
7 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
7 Months Ago
merge from main
7 Months Ago
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7 Months Ago
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7 Months Ago
Apply distance checks to individual covers instead of cover groups
7 Months Ago
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7 Months Ago
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7 Months Ago
merge from divesite_respawn_fix
7 Months Ago
merge from main
7 Months Ago
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7 Months Ago
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7 Months Ago
Added sv_max_userinfo_rate This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there. More strict application of GMODSandbox GDClass in Hammer So `point_spotlight` doesn't have useless keyvalues on it. Added "Last played date" for each server in the server browser