133,441 Commits over 4,262 Days - 1.30cph!
fix shore wetness on deep sea islands
Merge from temp_mesh_instanced_particles_fix
Codegen (ResetStaticFields stuff)
merge from deepsea_physicsbounds
deepsea.enabled false now restores the previous physics bounds (0,0,0 - 5000,4000,5000)
- reset scale to 0.7 (caused issues at 1 when scopes were applied unfortunately)
- re-positioned ironsights due to scale reversion
- sped up deploy to match lr300 deploy timing (fixes weird lerps when going straight into ADS)
Fix odd cannonball loaded position, move it to the back of the barrel.
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
merge from deepsea_portalloading_fix
RHIB and PT boat loot pass 3
Fixed the same race condition issue with ActiveIslands ActiveGhostShips ActiveFloatingCities and ActiveRHIBS
Was causing potential issues with deep sea missions
Fixed deep sea loading racing condition
Portals could be loaded before the deep sea manager even existed, causing the manager to never get his portal refs
Fixes players teleported back to the shore when leaving the deep sea
Merge from remove_client_mission_state_requests
Remove client requests for updating mission states due to concering profiler data
Server still sends updated states when we go to talk to a mission provider, but only for that mission provider rather than all (so player still sees correct dialogue options for selecting missions)
Server still updated states for all mission providers after accepting a mission, but because player will have a mission currently active it will return much earlier in the function that checks if we can accept each mission
fix balloon error log in main menu
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
- Default pos when entering deep sea is the exit portal center, instead of the center of the deep sea
- Cleanup to avoid confusion
- Added portal state in deepsea.printstate
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
merge from deepsea_portal_weather_fixes
Fixed unwanted candle streaks when looking down on the birthday cake viewmodel.
fix vclouds not transitioning in portal with forced weather
fix portal storm clouds not using proper lighting intensity (were too bright)
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
setup world model boat/building plans entitys with rig and anims
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Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
Apply proposed SV_PackEntity optimization (Community Contribution)
Apply the same fix for func_proprrespawnzone
* Of it not being tracked properly like clientside physics props
PR: Prevent recreating `GhostEntity` every tick with some tools
Remove redundant arguments from calls to Entity:Fire
Pull Request: Fixed wrong motor torque axis
* Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
Fix Lua errors in Sandbox derived gamemodes without spawnmenu
Better match viewmodel hands for male11 and male12 player models
Fix main menu Lua errors when start that one map
Reenable net message buffer limiters
So `net.BytesLeft()` would work as expected. This was tried in 2019 but was undone for some reason. In my testing it works.
Minor Lua cleanups to do with net.Receive arguments
Added render.IsTakingScreenshot
Make Entity:SetLightingOriginEntity use model illum position
Reimplement kickid from scratch
The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with)
As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument)
male17 & mossmanarctic glove viewmodel fix
Patch some models
cs_fix.mdl - Fixed it not loading
zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models
Fix underwater ambient sound never playing
Update game_sounds_manifest.txt
Ignore VPK build files
Update "CUtlBlockMemory overflow" warning with some numbers
Add missing Episodic soundscripts to the HL2 fallback VPK
Make npc_strider fall to the ground if moved via physics gun
* Also negates the bug where Antlion Guard can launch the strider into the sky infinitely
Fixed a material refcount issue with render.MaterialOverride
* Occurred with dupe icon generator where the outline became missing texture.
Fix potential refcount issues with MaterialOverrideByIndex
* Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering
Fixed a recently introduced compile warning
Even more potential material refcount issue fixes
* render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride
* Also reset all 3 on disconnect
Fix potential crashes with malformed models
Use model bounding box if it has no hitboxes for particles
* This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected.
Apply memory allocator fix for LuaJIT
Apply some random-ish patches from LuaJIT repo
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Cherry pick fix for low fps cannon reloads on other players
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
Added log to help debugging the deepsea portal teleport position issue
Minor cleanups
Prevent NPC animation events firing pistol weapons
* Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use.
Fix Alyx firing 357 spawning reload shells
Add more entities to protected list
* gmod_gamerules, ai_network, soundent
* instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager
* These are internal runtime singletons Lua has no business touching
StudioMDL: Make $maxverts optional
* Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file
Fixed nextbots in Source saves crashing on load
Added CNewParticleEffect.Set/GetShouldSimulate
Fixed multibone static props fast pass using garbage bone positions.
More consistent checking for protected entities
Basically more code de-duplication.
Also adds npc_barnacle_tongue_tip to protected entities list
Fix map load crashes with that one map I was sent
Adjust "Invalid value %f for -maxlightmapdim" warning
* Will now say that it is ignoring the value, and display the valid value range.
VBSP now adds extra keyvalues to worldspawn about itself
* 2 keyvalues that could be useful for debugging:
* "vbsp_version" which will contain the VBSP compile date
* "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP
Fix ManipulateBone issue
Fixed a stack overflow crash with IK_ATTACHMENT
Rework how trace whitelist works
* It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist
Added game,GetMapChangeCount
Entity:GetModel force lowercases weapon world models too
* It was already forcing lowercase on all other entities
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Added new variations to the 50cal reload
Add 5s time cap to client requesting update to mission states
Merge from client_request_mission_states
added space lr-300 store specific icon
merge from space_station_weapon_skin
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
merge from space_station_weapon_skin