132,961 Commits over 4,232 Days - 1.31cph!
assign UI handling sounds to boat deployables
Null check in TerrainPath:FindClosest
Add PT Boats to deep sea vehicle whitelist
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Fixed incorrect layer on small ramp trigger allowing opening into construction
Don't allow ramp to be extended if there are static world objects in it's bounds
Show a blocked interaction prompt if the ramp cannot be extended
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
Fix tropical1 terrain size, and add earlier assert
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
Dwelling prefab zero points
Heightmap for ruins
Scene backup
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Fix scarecrow headwrap not working on female players
merge indirect_instancing fixes
Added convar to the settings menu
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
Relax IsMarkedForDeletion checks for Entity:Get functions
Fix ManipulateBone issue
Fixed a stack overflow crash with IK_ATTACHMENT
Large & small boathouse prefabs.
Fixed shadow proxy on walkway large stairs.
Potential fix for NPCAnimController NRE
Merge: from main
- Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities
Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
Update: BaseEntity.UpdateParenting no longer tries to update network group
- When client receives an entity snapshot, allow it to update the network group if it's out of sync
We already get network group change messages - there's no need to try to "guess" on the client and potentially desync.
Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
add convar setting for hammer always displaying health info, if you dislike clutter and want to turn it off
Renaming ruins to ruins_C for clarity.
Coconut hydration 60 > 50
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots
This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group.
Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
ScarecrowHead, FrankensteinMask and BanditOutfit repose
50cal reload sounds added to the animation of the single 50cal
Chages on the casino ambience and wind ambience
box ore - lods, gibs, prefab setup, icon setup, updated manifest and localization, icon manifest updated, updated model with matrix
Fixing health info exceptions after 1st round of testing
- sinking boats, generalized
- horses health info obscuring view
Merge from naval_missions
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
Bunker cannon tweak & sandbags that match the tropical islands.