193,823 Commits over 4,079 Days - 1.98cph!
Fixed manpad explosion vertex stream regression.
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
Fixed MLRS air burst explosion streaks breaking with the new streak type.
proper setup on corrugated sheet kit
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Fixed argument exceptions in dictionary
Move packets per type from JSON to seperate CSV
Added range info to the seismic sensor item information panel UI
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Fixed broken Rowboat prefab
Fixed broken rowboat prefab
Setup map marker update on invokerepeating rather than FixedUpdate
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
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master house interior progress
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default
Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
Fixed env_blood color setting, and add new ones
Also adjusted its FGD to unhide hidden settings and add the new blood colors
More logical defaults for func_button in the fgd
Fixed UTIL_BloodStream missing texture and blood color
Fixed up missing materials of some of the detail.vbsp models
Added missing textures for pefttest/grass_tuft models
Default cl_detail_allow_vertex_lighting to 1
Added grass_swamp_001a/b models used in detail.vbsp
Update detail.vbsp
garrysmod-requests/issues/2351
Merged Pull Request
TTT: Optimize ragdoll search network traffic + fix disconnected player networking
Added sv_log_client_errors (defaults to 1)
Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
Fixed FSD-overrun-toy physics mesh & Reduced its size
Limit certain old addon whitelist entries to old addons only
Added "resource/overviews/*.txt" to BSP whitelist
Fixed merge failure
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
Fix #CLIENT compilation errors
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Updated Large Rubbish Skip Colliders
Updated Large Rubbish Skip Textures and Materials
handcuffs 3p setup - added initial anims, created override controller, set entity to use
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Notify seismic sensor when flame turrets are destroyed
Tweaked various explosives seismic vibration levels
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
Notify seismic sensor on helicopter explosions (both players and AI owned)
Gibs inherit model scale of scaled props
Change clientside physobj scale to trigger from Activate()
Fixed scaled props scaling collision bounds twice
Added CLuaInterface::RegisterMetaTable
exported blunderbus viewmodel anims
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merge from clamp_screen_shake
Added dumb fire scientist state.
AI Arena now applies spawn position forward directions to scientists when spawned.
AI Arena spawning now only uses active spawn locations.
Added Scientist.Arena.DumbFire prefab
Added Scientist.Arena.DumbFire.AIDesign
Added Scientist.Arena.DumbFire.Loadout
Updatea AIArena spawn prefab list with new arena scientist.
AIArena scene update.
merge from water_purifier_pickup
merge from hackweek_renderlod_collapse
merge from toggle_inputs_chat
merge from launch_site_lod_culling_fixes
Ensure collapsed renderers can still register with occlusion culling
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold