247,663 Commits over 3,928 Days - 2.63cph!
Minor code fixes and cleanups
Fixed many compile warnings
Fixed a small memory leak in gamemode .txt file parsing
Potential micro optimizations in localization loading
More code clean ups
Fixed a small memory leak with saving presets (preset library)
Fixed small potential memory leak with creating Lua bone followers
Progress on tile caching & dynamic obstacles
https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
FOV and distance culling for navmesh debug draw
Minor code fixes and cleanups
Fixed many compile warnings
Fixed a small memory leak in gamemode .txt file parsing
Potential micro optimizations in localization loading
More code clean ups
Fixed a small memory leak with saving presets (preset library)
Fixed small potential memory leak with creating Lua bone followers
Remove unused asset browser node type
Wolves will not respond to a howl from a wolf that doesn't belong to their pack
This will prevent wolf packs from merging too often, reducing cases where players have to face more than 4 wolves
merge from wire_slack_fix
Reverted wire length 'fix' from
107563
Can DrawInstanced a number of instances without uploading data
mini crossbow viewmodel anims updated
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
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Fix text max width/height not clamping properly
When using SetPath, don't update the path if it didn't change
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Number of wolves per square km decreased from 3 to 2, max pack size increased from 3 to 4
merge ice_sculpture->Aux2
Added missing prevent buidling to catapult constructable prefab
Can't pull/push a mounted ballista
Catapult - updated reload anim (moves slower as it reaches full tension)
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Fixed SocketMod_SphereCheck returning 'Not enough space' instead of 'Cannot build this close to X' when building in a monument prevent building volume
Was happening when deploying siege weapons, amongst other large deployables
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Add a separate turret warning icon.
Move UI code to a specific turret icon script.
Fix client compile issues
fixed nre on client loading of sculpture
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Disable AssertNoGraphErrorsInScene test
Added "Autotile Brushes" tab to Tileset Editor with custom widget for Brushes
Created custom Controls/Widgets for Autotile Brush List and individual tiles, with support for proper wrapping to fit width
https://files.facepunch.com/CarsonKompon/2024/November/21_09-20-QuarrelsomeBorzoi.mp4
Can now select tiles from a brush
Selected autotiles now show a small inspector beneath the brush list
Brushes with unset tiles show guide images so you know which tile(s) you're meant to select for each
https://files.facepunch.com/CarsonKompon/2024/November/21_10-23-DrearyThrush.mp4
merge ice_sculptures->Aux2
Print a list of new items in console after check out
Fix mirror to use oblique near clip plane
Fix mirror to use oblique near clip plane
Implemented new catapult reload animation
Expose PerChannel<T>.Get and Set
Fix "missing sound common/null.wav" when throwing grenades
Gravity Gun consistency improvements
Fixed mass-adjusted punt forces being applied to Mega Gravity Gun
Fixed Gravity Gun forces being Launch-forces at all times for prop_physics due to a previous fix for `spin_none` physics interaction
Set the particle orientation in Editor on creation
Sets the first control point for the selected particle system preview, so they are oriented correctly from the start. Mimics how the particle previews do it in the particle list.
Fix month checking for loading screen
Remove Ep1, Ep2 and Lost Coast mounting
All of those are now part of the Half-Life 2 mounting option
Rename "Operation was aborted by an application callback" error
Fixed some more crashy issues with particle constraints
Added ability to override precipitation particles
It will not be functional yet due to networking changes being required
Added PhysObj:GetIndex
Add particle name to "unimplemented sprite renderer" warning
Force tool classnames to lowercase at all times
Fixes garrysmod-issues/issues/6078#issuecomment-2482015121
Apply potential filesystem micro optimization
Implement `origin` for `playlooping`/`playrandom` in soundscapes
Also 'ambientoriginoverride' for "playsoundscape"
Do not apply spawnmenu names to map NPCs in kill feed
This code is too error prone unfortunately
Pull Requests (Community Contributions)
* Micro optimization for Entity.__index
* Micro optimizations for team library
* Fixed "Bad SetLocalOrigin on gmod_hands" warning
Stop shipping Commentary Editor for -tools
Stop shipping Commentary Editor for -tools
Merge: from soundmodulator_leak
- Fixed sound leaks from quickswitching scenarios
- Fixes wrong loop sound being played when coasting on a pedal bike
- Fixing flamethrower not playing sound when quickswitching while holding fire button
- Fixing pilot sound not played on taking out a flamethrower
- Recycle footsteps when their sounds end, instead of potentially incorrect preset time
Tests: played with a lot of weapons and vehicles while monitoring sounds via audio.printsounds and log.level Audio 2
merge ice_sculptures->Aux2 + codegen
Add PrefabCacheScene for GetPrefabScene prefabs
IsPrefabInstanceRoot returns false if we're a PrefabCacheScene
Component.ShouldExecute returns false if we're in a PrefabCacheScene
Update prefab test, we should be able to get children and components from uninstanced Prefab GameObjects now
Reduce the length of this test
Added 2 new spawnflags to env_player_surface_trigger
Do not IsValid the ident in hook.Add/Remove
The check was added solely to print an error for invalid types, but NULL entity is still an entity
Added light_directional & some other VRAD changes
There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences.
New inputs to game_text and game_player_equip
SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text
TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip
Added skybox_swapper entity
Remove scratchpad from game builds
Also remove bloodspray concommand
Added particle-based func_precipitation types
Added missing materials for legacy Ash precipitation type
Implement precipitation blockers
These will not work yet, because networking incompatible changes are required.
Also added Cull by Model and Cull by RT environment particle operators
- Siege tower towing setup
- Added editor gizmos to towing visuals