193,207 Commits over 4,049 Days - 1.99cph!
Speculative NRE fix in MonitorLoopingGesture
Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
merge from runtime_profling_presets -> main
Fix runtime profiling not turning off performance tracking when profiling is off
New convar to set profiling level preset to the most common settings
0 = off
1 = basic stats (frametime, total entities spawned/killed, lag spikes)
2 = all tracking
Can enable/disable profiling modules with convars after `runtime_profiling` is enabled
Add comments
Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
Increased pedal bike sprint time from 4s to 5s
Adjusted pedal bike world collider
Tuned down and clamped crash ragdoll force
Merge Travelling Vendor -> Main
Changed icon to green one
Increased icon size
disable ambeint sounds on travelling vendor turrets
merge from runtime_profiling_double_physics -> main
Fix physics stats being doubled on every frame FixedUpdate runs
Merge Travelling Vendor -> Main
DirectlyMountable check in force mount
Don't show the timed dismount UI if we're restrained
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
merge from hood_and_cuffs
Moved turrets closer to the vendor centre
Added random engine backfires
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
Hopefully fix compile error
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fix game_text crashes
fix compile error
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
Added side turrets to the vendor
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
reduced max tick rate on cloth
re-organising scene into appropriate groups
re-organising radhouse large prefab
simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
Added a toxic pool water surface
toxic pool material
Vendor attacker is not marked as hostile
Wired headlights and spotlights to TOD
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
Underwater divesites ABC base setup
Unity scene setup with S2P groups
Merge main -> travelling_vendor
Updated all radiator positions throughout level
tweaked radiator props draw distances, added a white material variant
set dressing progress backup