251,330 Commits over 3,959 Days - 2.65cph!
Fix teammate building guide staying visible after the teammate has disconnected
Extra wheel FX sorting for the trike.
Fix FollowBone not working correctly again
Some UI NRE fixes (in cases when a player just joined and UI tries to use GameUtils.LocalPlayer before it exists)
Better weapon Deploy/Holster logic + use IDeploymentListener to set current weapon avoid Components.GetAll being used A LOT
player update. 3p minigun anims exported and set up
Fix FollowBone not working correctly again
Only set console widget instance for main editor window
Bezier.ApplyLineSlack micro optims
fix for "Unable to parse file Assets/Prefabs/Building Core/foundation/foundation.prefab: [Parser Failure at line 2179: Expected closing '}']"
Fixed incorrect rotations on pipe meshes
Converted prefabs to mesh LOD
Moved wire slack calculation to job system, wip
merge from fix_staging_client_analytics
merge from fix_runtime_profiling_hook
Write specs to seperate file, print paths to console
Populate GridScene on OnLoad
Add GpuFrametime, Warmup time
Report GpuFrametime in PerformanceStats
Fixed a bunch of possible crashes with Vehicles pre-spawn
Afternative fix for timers during timing out
Alternative fix for Entity:FollowBone
Fixed a bunch of possible crashes with Vehicles pre-spawn
Afternative fix for timers during timing out
Alternative fix for Entity:FollowBone
Try catch serialization so 1 error doesn't stop the entire thing from working
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client)
- move hooks from UpdaetHandler -> UnityHookHandler
- ensure hooks get created in bootstrap
vehicle dev meshes standard car addition
Some fixes + swap all instances of using Query=true with a change callback attribute
Fix restitution not combining
Localise travelling vendor
Added various resources and materials
Fix reserved slots not being added to list when created
Flush network updates before send RPCs (#1594)
* Flush network updates before send RPCs
* Keep track of potential pending network updates to flush for RPCs
* Make sure to unregister for update after sending
* Add some documentation
Added 20 weapons to travelling vendors orders
For damage, pass hitbox tags instead of passing isHeadshot
Show infinity instead of nothing for ammo
Fixed not being able to buy at game start, pre-round start
Added setting to show display names rather than shortname
Re-enabled IsDynamic on all objects that need it on Cargoship prefab
Removed an old scene as a precaution against overwriting cargoship prefab with older content
Work In progress - improved median denoise,
Code changed for median filter.
Fixed editor entry not being marked as dirty
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
NPC Vending Order now colours entries according to rarity
View bob is a range from 0 to 100 instead of 0 to 1
Imported Double and Single Residential Bed Props
Added Textures and Materials for Residential Beds
Setup Residential Bed Prefabs, Colliders and LODS
Add MapInstance.Bounds to get world bounds of the map
Re-enabled IsDynamic on all objects that need it on Giant Excavator
some optimizations on icicles set prefabs
Make PhysObj:GetFrictionSnapshot start at index 1 again
Fixed crashes when point_template is used improperly
Expose steamworks.GetList/FileInfo to serverside
Kleiner model with merged animations
Vortigaunt models with merged animations
Include Episode 2 floor turret models for its skins & gibs
Enable Episodic behaviors for vortigaunts
Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
Episode 1 wake up fix
Fixed UnmountServerAddons not working without gmod_unload_test
Change where clientside think is called from
This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems:
* timers
* HTTP requests
* async file reads
* net messages
Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server.
Fix filesystem not being able to seek above 2GB in a file
Error out and do not mount addons over 4GB
Everything under should work with previous commit.
Block servers from modifying fov_desired
Warning on model scales of 0 or below
Fixed gibs clientside not initializing their scale to 1