250,613 Commits over 3,959 Days - 2.64cph!
Fix device list freezing the entity list array etc and breaking things
ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause
Replace AudioListener.OnPreRender
Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
merge from main -> monument_scenes
Expose more properties for ping component to override. Ping receivers can kill off pings early
merge from qol_give_improvements -> main
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking)
Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664
Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658
Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot
Add ability to specify target container & slot when using `give` command
- give {item} {amount} {condition} {skin} {container} {slot}
Add some descriptions to give commands
Don't finish bone update for scene models with a parent, bone merge does all the work
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker
Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
Bump to v0.0.15
Test fixes
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Destroy ping if we try to ping on an existing ping
Migrate from sentry-expo to @sentry/react-native
Draw grid on top in 2d views
Fix `monument_scenes` convar not applying to remapping paths after previous commits
Don't remap to scene spawner if the scene doesn't exist in asset bundles
Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
Added BreaksRestraint to DamageTypeEx
Ignore cold, bleed etc damage for unlock minigame reset.
Prevent map cookie from overriding 2d viewmode rotation
Added and Setup Vintage Bedside Table Prop Prefab
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc)
Also added 'killallevents' to instantly kill any ongoing event
can define if we want unassigned team to spawn, for testing mode
Add simple pinging system, players can only have one ping at a time
Use correct plane for 2d view drag drop
added base trim for storage warehouse.
more work on radtown storage warehouse
Use correct gizmo settings for dragdrop
Fix freezing game logic on story
Holding object (disable for now)
Make weapon sway less mental
Don't auto-respawn spectators
CG: Can always buy in the buy zone
CG: Start w/ kevlar and helmet
Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Misc fixes
Move EnablePostProcessing from GizmoSettings to ViewportState
Default each viewport to a unique perspective
Misc post-scenetab fixes
Hide skybox in 2d views
Split scene view layout/viewport classes into separate files
Tidy
Use frustum RayDepth for terrain, hitbox traces
Make 2d clipping less crap
Use black background for 2d views
We don't need to do this anymore
Fix perpendicular rotation handles being unusable in ortho views
Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
Tweak logging buffer sizes, don't early return
Minor cleanup & fpxr update
Fix perpendicular rotation handles being unusable in ortho views
Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks