133,414 Commits over 4,262 Days - 1.30cph!

4 Minutes Ago
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
10 Minutes Ago
setup world model boat/building plans entitys with rig and anims
22 Minutes Ago
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25 Minutes Ago
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
29 Minutes Ago
Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation. Fix Lua errors in Sandbox derived gamemodes without spawnmenu Better match viewmodel hands for male11 and male12 player models Fix main menu Lua errors when start that one map Reenable net message buffer limiters So `net.BytesLeft()` would work as expected. This was tried in 2019 but was undone for some reason. In my testing it works. Minor Lua cleanups to do with net.Receive arguments Added render.IsTakingScreenshot Make Entity:SetLightingOriginEntity use model illum position Reimplement kickid from scratch The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with) As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument) male17 & mossmanarctic glove viewmodel fix Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Fix underwater ambient sound never playing Update game_sounds_manifest.txt Ignore VPK build files Update "CUtlBlockMemory overflow" warning with some numbers Add missing Episodic soundscripts to the HL2 fallback VPK Make npc_strider fall to the ground if moved via physics gun * Also negates the bug where Antlion Guard can launch the strider into the sky infinitely Fixed a material refcount issue with render.MaterialOverride * Occurred with dupe icon generator where the outline became missing texture. Fix potential refcount issues with MaterialOverrideByIndex * Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering Fixed a recently introduced compile warning Even more potential material refcount issue fixes * render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride * Also reset all 3 on disconnect Fix potential crashes with malformed models Use model bounding box if it has no hitboxes for particles * This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected. Apply memory allocator fix for LuaJIT Apply some random-ish patches from LuaJIT repo
36 Minutes Ago
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37 Minutes Ago
Cherry pick fix for low fps cannon reloads on other players
39 Minutes Ago
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
49 Minutes Ago
Extra MoutedWeapon profiling
52 Minutes Ago
merge from main
54 Minutes Ago
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
1 Hour Ago
Added log to help debugging the deepsea portal teleport position issue
1 Hour Ago
Minor cleanups Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Add more entities to protected list * gmod_gamerules, ai_network, soundent * instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager * These are internal runtime singletons Lua has no business touching StudioMDL: Make $maxverts optional * Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list 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 Fix ManipulateBone issue Fixed a stack overflow crash with IK_ATTACHMENT Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer
1 Hour Ago
Added new variations to the 50cal reload
1 Hour Ago
Add 5s time cap to client requesting update to mission states
1 Hour Ago
Merge from client_request_mission_states
1 Hour Ago
Merge from naval_update
1 Hour Ago
merge from main
1 Hour Ago
added space lr-300 store specific icon
1 Hour Ago
merge from space_station_weapon_skin
1 Hour Ago
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
1 Hour Ago
ironsight target tweak
1 Hour Ago
merge from space_station_weapon_skin
1 Hour Ago
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
2 Hours Ago
Merge from space_station_weapon_skin
2 Hours Ago
Fix warning spam on viewmodel
2 Hours Ago
Male mummy wraps full body reposed
2 Hours Ago
Prevent createdeepsea from running if deepsea.enabled is false
2 Hours Ago
merge from fixedupdate_cleanup
2 Hours Ago
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
2 Hours Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
2 Hours Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
2 Hours Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
2 Hours Ago
Add null checks to various places in PlayerBoatSounds.
2 Hours Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
2 Hours Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
2 Hours Ago
merge from deepsea_leak_fix
3 Hours Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
3 Hours Ago
naval_update -> mountedturrets_fixes (broken everything)
3 Hours Ago
Merge from naval_update
3 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
3 Hours Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
3 Hours Ago
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3 Hours Ago
naval_update -> mountedturret_fixes
4 Hours Ago
merge from deepsea_disabled_fix
4 Hours Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
4 Hours Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
4 Hours Ago
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4 Hours Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
4 Hours Ago
fixed skinning issues