129,717 Commits over 4,201 Days - 1.29cph!

2 Days Ago
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2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Applied prefabs. Dummy coord fixes.
2 Days Ago
Re-route setting animator states to playable animation controller
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
Compile fix
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
Fix margin check in wander state
2 Days Ago
Support boat debug ddraw convars on server
2 Days Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
2 Days Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
2 Days Ago
Disabled deep sea portals debug by default
2 Days Ago
Give a whole second before spawning scientists
2 Days Ago
merge from naval_update
2 Days Ago
merge from industrial_pipe_batching -> main
2 Days Ago
merge from npc_PlayerSyncCycle_optim
2 Days Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
2 Days Ago
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2 Days Ago
merge from main -> industrial_pipe_batching
2 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
2 Days Ago
merge from naval_update/deep_sea/billboards
2 Days Ago
Dont try and set navigator, we dont have one
2 Days Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
2 Days Ago
Compile fixes
2 Days Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
2 Days Ago
engine and storage audio files imported
2 Days Ago
PT boat engine sounds imported and implemented and storage imported
2 Days Ago
naval_update -> scientist_boat_fixes_3
2 Days Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
2 Days Ago
Mark ladder as static when parented to building block
2 Days Ago
bug fixes and seagulls added
2 Days Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
2 Days Ago
Material reduction and optimisation in some floating walkway kit pieces
2 Days Ago
Added repair bench to playground.player for easier skin testing
2 Days Ago
Candle Hat repose
2 Days Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
2 Days Ago
merge from playable_fixes
2 Days Ago
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type()
2 Days Ago
Folder Renaming for flare refresh.
2 Days Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds) Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Merge small fix for LuaJIT Bump system error buffer to 256 Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
2 Days Ago
Disable terrain culling by default
2 Days Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
2 Days Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512
2 Days Ago
Burlap Headwrap repose
2 Days Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
2 Days Ago
hull_square and hull_triangle cleanup. Add profiling to CacheParts
2 Days Ago
PT Boat Fuelbox and mesh update
2 Days Ago
Instance bucket helmet from fbx
2 Days Ago
Bucket helmet repose