250,794 Commits over 3,959 Days - 2.64cph!
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
CCTV Cameras can now hear in game voice feeds
- GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough
- Extra connections added to ConnectionsInSphereList as normal
renamed some player update animation fbx's
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Fix FindItemsThatStartWith
Reverted catapult's textures meta unwanted changes in
106265
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
adjusted metal_trim_rust_01 mat
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
Updated FGD files
Minor cleanups
nav_blocked event
Last Played iteration in server browser
Optim: Preserialize the tree grid before sending to the player
- Added ClientRPC overload that accepts a MemoryStream to support above
- Early out of the tree streaming logic if no players are in the streaming queue
Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m
Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
Merge from relationship_manager_dangling_profiler_sample_fix
Import PhysicsCharacter from scenestaging
Initial Implementation of Physics Controller. Got the player moving and Abilities (mostly) working, just need to port Ability-s to BaseMove-s
Delete -vpfix from studiomdl.exe
Has unwanted sideeffects
StudioMDL: Fix models with more than 65k vertices breaking up
Merged some changes from CS:GO's studiomdl
Add support for BONE_HAS_SAVEFRAME_ROT32
Fixed animations from newer mdl versions not playing in GMod
Move default console position to the left a bit
So it does not obstruct certain UI elements by default
Fix "nav_blocked" event not being registered
Prevent crashes to do with removal of world entity (another method)
Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
+1 the month in the server browser last played
Iterate over Server Browser Last Played marker
Also localize the string
Refactor wolf fsm to be easier to maintain and extend
add configurable offsets for coverage and instability noise gen
Fixed halloween candies spawning inside cliffs
When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
More docstring elements
https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png
Courtesy of bringing my laptop on some long train journeys this weekend
Move StepHeight and GroundAngle to the WalkMode
Add solar panels to a work queue
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
▅▋-▊█▅▆▆▄▋▄█ ▇▉█▌▉▍█ ▄▊▅ ▊▆▊█▅▇▊▉ ▌▅▆▊ █▆▅▉ ▄ ▊▌▉▇▊▅ █▆ ▄▇▆▉▄▇▍▉█ ██▄ ▍▍▌▊▉▌▌▆ ▋▅▅▊▍▌
Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Fix two more dangling profiler samples in relationship manager caused by early outs
battering ram update to work in progress visuals
Added gibs to catapult. Changed catapult rust decals mat lookup.
Merge: from main
Tests: none
Swim mode holds waterlevel etc
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
Put all the climbing stuff in LadderMode
wip repositioning and convar
Also filter out murderers, scarecrows and zombies on the tutorial island
Fix NRE in LatticeDeform
Rename to PhysicsCharacter
Move modes are components
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Added IReceivePlayerTickListener.
Forward received player ticks to any listeners.
WildLifeHazards can define the button press for avoiding the hazard.
WildiLifeHazards receive the player tick and check for valid input.
Can now succesfully avoid hazards.