248,646 Commits over 3,928 Days - 2.64cph!
Merge from hab_hominglauncher
Added server.homingMissileTargetsHab convar (defaults to off)
Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
Merge from hackweek_car_radio
Remove old and accidental files
Merge from localcoord-emission
Car radio costs 120 metal fragments, the same as the Portable Boom Box
Fix navmesh debug draw disappearing at certain heights
Can now change the size of the Paint and Eraser tool. Using the eraser tool with an autotile selected will erase using autotile rules
https://files.facepunch.com/CarsonKompon/2024/November/25_16-26-AromaticFrog.mp4
Line and Rectangle Tool now support Autotile Brushes
https://files.facepunch.com/CarsonKompon/2024/November/25_15-53-BluevioletLeafbird.mp4
Calculate tile bitmask and find matching tile on paint
https://files.facepunch.com/CarsonKompon/2024/November/25_14-17-MotherlyQueenbee.mp4
Added mappings for each bitmask value of a 47-tile tileset
https://files.facepunch.com/CarsonKompon/2024/November/25_15-38-ElegantBighornsheep.mp4
Slight refactor so you can paint autotiles over existing autotiles
https://files.facepunch.com/CarsonKompon/2024/November/25_15-46-AlienatedIndochinesetiger.mp4
Allow NavMesh areas to have arbitrary transforms
Reduce debug draw ground offset
Merge from ai_wolf_iteration
Fix wolves leaping too far
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Update spritecard.shader_c
Hook last version of jump anim, and re-annotate the motion warping timings
Apply out of navmesh root motion when not in the air
Update ci.yml
Update all_shaders.txt
Rebuilt shaders
merge from fix_teleport2grid_foundations -> main
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
Restart pause menu
Hide tutorial if doing platform run
Display timer
Remove cs_surface_interactions
Always output combo count if it's over 1000
Strip some lesser used stuff from spritecard to get the compile time/size under control
Remove old broken water shader
spritecard compile fixes
Revert "Remove old broken water shader"
This reverts commit 839701b6fc80e9ef6663f8540820545e5d39f490.
Fix water shader not compiling
Try fixing compile error from junkpile despawn
merge from qol_junkpile_despawn -> main
Add emission support to localcoord shader
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Add * option to vfxcompile
Create Shaders-Build.bat
Create Shaders-BuildForced.bat
Delete old shader build scripts
Update base.fgd
Fixed Grenade weapon trying to emit NULL sounds
Do not set `commentary` on map load
Bump max_constraints default
Force Sandbox tool names lowercase
Portal 2 coop spawnpoints
Rollermine variants
Remove code to set NPC names from spawnmenu for the killfeed
Too error prone unfortunately
Fix regression with PR #2143
Optimize spawnmenu SWEP autorefresh stuff
Fixed loading screen month checking
Do not IsValid input in hook.Add
NULL entity is still an entity, and it used to work.
IsMounted hack to do with Half-Life 2 20th anniversary
Tweak the wolf dynamic vision range:
Reduce base wolf vision by 5m
Player crouching = 50% range
Player sprinting = 130% range (no change)
Crouching now allows getting in melee range if you approach a wolf from behind
Fixed view model hands being disconnected on SV wep switch
This is due to some specific mods and recent changes
Clear CShadowDepthView to black instead of white
Fixes garrysmod-issues/issues/6086
Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up
Delete cl_soundfile
Unused, no reason to keep it.
Newline for mat_disable_d3d9ex warning
Do not print `cc_lang = ` with developer 1
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Fixed yet another useless console message on game start up
"Not playing a local game"
Fixed view model hands being disconnected on SV wep switch
This is due to some specific mods and recent changes
Clear CShadowDepthView to black instead of white
Fixes garrysmod-issues/issues/6086
Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up
Delete cl_soundfile
Unused, no reason to keep it.
Newline for mat_disable_d3d9ex warning
Do not print `cc_lang = ` with developer 1
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Fixed yet another useless console message on game start up
"Not playing a local game"
Initial RPC send and receive framework for stats using protobuf
Working on jungle walkways
Fix network scene load race condition. Fix spamming Join Game trying to connect to a lobby after we're already in a game
ballista ammo lods and prefabs
Added BaseTileTool.AutotileBrush
Tileset Tool Preview updates to show selected Autotile Brush if there is one
https://files.facepunch.com/CarsonKompon/2024/November/25_11-44-GhostwhiteGenet.mp4
Add collapse-able groups for line and rectangle tool inspector values
Highlight selected autotile tiles with selected color
Painting with the PaintTileTool while an Autotile Brush is set will paint to that Autotile layer instead of drawing tiles directly (and draw some debug visuals for now)
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Merge: from VendingMachinePooling
Fixes a minor bug that caused Vending Machine's protobuf pool to inflate
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
Bugfix: avoid inflating VendingMachine's protobuf pool
- Rewritten with relying on pooling
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
update particle.rework scene