140,168 Commits over 4,505 Days - 1.30cph!

10 Months Ago
Mark ladder as static when parented to building block
10 Months Ago
bug fixes and seagulls added
10 Months Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
10 Months Ago
Material reduction and optimisation in some floating walkway kit pieces
10 Months Ago
Added repair bench to playground.player for easier skin testing
10 Months Ago
Candle Hat repose
10 Months Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
10 Months Ago
merge from playable_fixes
10 Months Ago
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type()
10 Months Ago
Folder Renaming for flare refresh.
10 Months Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds) Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Merge small fix for LuaJIT Bump system error buffer to 256 Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
10 Months Ago
Disable terrain culling by default
10 Months Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
10 Months Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512
10 Months Ago
Burlap Headwrap repose
10 Months Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
10 Months Ago
hull_square and hull_triangle cleanup. Add profiling to CacheParts
10 Months Ago
PT Boat Fuelbox and mesh update
10 Months Ago
Instance bucket helmet from fbx
10 Months Ago
Bucket helmet repose
10 Months Ago
Applied ServerCull to all boat building blocks where required to strip a bunch of gameobjects server side
10 Months Ago
Boonie hat repose
10 Months Ago
Merge from parent
10 Months Ago
Remove unncessary vehicle seats/mount point spawning
10 Months Ago
PT Boat collision fix and Fuelbox addition
10 Months Ago
Massive changes and rewrites to player model: - Rewrite all animator calls as _animationControllerPlayable where needed - Seems to work - Finally stopped the warnings and the errors
10 Months Ago
Update: minor ServerProfiler function filtering adjustment - built from b90a83e5 Was annotating everything from SubGrid, instead of ignoring everything Tests: unit tests
10 Months Ago
GetPlayerBoats can now see boats clientside.
10 Months Ago
Updating 50 cal single rig
10 Months Ago
Front 50cal animation polish pass
10 Months Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
10 Months Ago
Removed extra obsolete LODgroup from mannequin prefabs
10 Months Ago
Fix menu player being borked - dont need playables there
10 Months Ago
playables_fixes -> naval_update
10 Months Ago
Updated Rear Single 50 Cal Model to fix shading error
10 Months Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
10 Months Ago
playables_fixes -> naval_update
10 Months Ago
Fix hold poses being screwed
10 Months Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
10 Months Ago
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
10 Months Ago
merge from Halloween_25_Update
10 Months Ago
Possible MapView NRE fix
10 Months Ago
sequential commit on paintball_gun rename
10 Months Ago
added underscores to spaces in paintball_gun work files
10 Months Ago
Beenie hat repose
10 Months Ago
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
10 Months Ago
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
10 Months Ago
Also include cleaning leftover GlobalBroadcast labels in the tool
10 Months Ago
merge from boat_building
10 Months Ago
Merge from parent