161,401 Commits over 4,597 Days - 1.46cph!

2 Years Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
2 Years Ago
Merge from ai_wolf_iteration
2 Years Ago
Fux compile errors
2 Years Ago
server compile fix
2 Years Ago
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2 Years Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
2 Years Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
2 Years Ago
Adjusted battering ram and ballista mount positions
2 Years Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
2 Years Ago
SimpleVehicleVisuals server compile fix
2 Years Ago
Merge from ai_wolf_iteration
2 Years Ago
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2 Years Ago
Make wolf foundation jump more consistent
2 Years Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
2 Years Ago
edited shield entity positions so the shields sit correctly in the hands
2 Years Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
2 Years Ago
Battering ram player model IK setup, added placeholder steering wheel
2 Years Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
2 Years Ago
Merge from cctv_shoot_disable -> main
2 Years Ago
merge from ghost_sheet_fixes
2 Years Ago
set bike and horse mountables to animate cloth in worldspace
2 Years Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
2 Years Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
2 Years Ago
Merge from main
2 Years Ago
Merge from gesturepack
2 Years Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
2 Years Ago
Tea items
2 Years Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
2 Years Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
2 Years Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
2 Years Ago
Merge from main
2 Years Ago
Merge: from main Tests: none (trivial merge)
2 Years Ago
Merge from corrupt_prefab_handling
2 Years Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
2 Years Ago
reduced wind shader values on GhostSheet material
2 Years Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
2 Years Ago
Merge from main
2 Years Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
2 Years Ago
Disable deployed cameras from being disabled while shot
2 Years Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
2 Years Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
2 Years Ago
Merge from brzone-blending -> main
2 Years Ago
Prefab application & fixes.
2 Years Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
2 Years Ago
Network compat breaking changes * Removed bodyque system/entity * Remvoed vote_controller entity Bump network version & .exe version Fix weapon_snark network types Remove m_bHL2EpisodicBehaviour from gmod gamerules CTEPhysicsProp model scale networking TEHL2MPFireBullets Y axis spread networking Completely remove the commentary system Fix incorrect particles spawning if there are too many garrysmod-issues/issues/5509 Remove test_traceline entity Restore portal entity clientside parts (lasers) `teamonly` in `player_say` event networked
2 Years Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
2 Years Ago
Merge from copypaste -> main
2 Years Ago
Fix compile errors
2 Years Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
2 Years Ago
Finalized & prefabbed wall mediums and large.