198,679 Commits over 4,140 Days - 2.00cph!

1 Year Ago
Added random engine backfires
1 Year Ago
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
1 Year Ago
Hopefully fix compile error
1 Year Ago
Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work. Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this. Fix game_text crashes fix compile error Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
1 Year Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating. Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk Block all .log files Destroy font texture IDs on frame start, not during rendering Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies
1 Year Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
1 Year Ago
Added side turrets to the vendor
1 Year Ago
Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
1 Year Ago
reduced max tick rate on cloth
1 Year Ago
re-organising scene into appropriate groups re-organising radhouse large prefab
1 Year Ago
updated test scene
1 Year Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
1 Year Ago
Added a toxic pool water surface toxic pool material
1 Year Ago
Vendor attacker is not marked as hostile
1 Year Ago
Wired headlights and spotlights to TOD
1 Year Ago
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
1 Year Ago
Underwater divesites ABC base setup Unity scene setup with S2P groups
1 Year Ago
Merge main -> travelling_vendor
1 Year Ago
Updated all radiator positions throughout level
1 Year Ago
tweaked radiator props draw distances, added a white material variant
1 Year Ago
merge from main
1 Year Ago
set dressing progress backup
1 Year Ago
Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
1 Year Ago
viewmodel handcuffs - setup viewmodel renderer script
1 Year Ago
Remove transition times on cuffs VM deploy state animations to fix visual state bug
1 Year Ago
blunderbus admire animation edited
1 Year Ago
radhouse apartments and radiator collision fix
1 Year Ago
Added new remove hood and cuffs radial icons
1 Year Ago
Merge Bikes -> main
1 Year Ago
Fixed bikes drifting slowly when idle and awake
1 Year Ago
Merge from main
1 Year Ago
set dressing progress backup
1 Year Ago
merge main -> Aux2
1 Year Ago
merge from demo_map_nre_fix
1 Year Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
merge from fix_runtime_profiling_update -> main
1 Year Ago
Fix update, late update, physics & fixed update counters not being reset on the server
1 Year Ago
Merge Bikes -> main
1 Year Ago
Fixed sidecar wheel visual trouble
1 Year Ago
Added support for particle system containers that contain lights that use LightEx scripts. Fixed motorbike damage light always showing
1 Year Ago
Sidecar stuff
1 Year Ago
Fixed sidecar collider trouble
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Fixed several NRE's when opening the map while in a demo and the player has placed markers
1 Year Ago
Fixed getting clip-check dismounted from bikes when scraping against walls
1 Year Ago
Merge Bikes -> main
1 Year Ago
Moved bike driver eye pos forward, avoid clipping with clothing
1 Year Ago
Backups
1 Year Ago
Halve the collision impulse Y