193,021 Commits over 4,049 Days - 1.99cph!
Minor bounce shift to fix stray spec.
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Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
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
Added setlocalplayervisible client admin command
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.
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.
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
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).
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
merge from physics_horses
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Put counter text changes on the correct branch
Clean: forgot to save an extra comment
Tests: none, trivial change
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
Update: added a runtime switch to disable tree batch streaming
- Enabled by default
Tests: booted with it being both turned on and off
Merge: from main
Tests: none
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups
S2P and HLOD generation
Fixed some placeholder stuff for gesture slots that are empty
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)
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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
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
Fixed large stables vendor getting killed on server restart
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
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Apply distance checks to individual covers instead of cover groups
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merge from divesite_respawn_fix
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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