136,458 Commits over 4,444 Days - 1.28cph!

10 Months Ago
Fix label TC auth not working properly when the player has no building priv
10 Months Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
10 Months Ago
Merge: from main
10 Months Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
10 Months Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected
10 Months Ago
Fixed clipping issue with life ring
10 Months Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
10 Months Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
10 Months Ago
Add culling based on distance
10 Months Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
10 Months Ago
small engine blockout for modular boats
10 Months Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
10 Months Ago
Rebase on /main 🤞🏻
10 Months Ago
Optimise laser beams by moving them to jobs
10 Months Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
10 Months Ago
PT Boat Naming Update
10 Months Ago
Merge from main
10 Months Ago
fluorescentlight userCraftable fix
10 Months Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
10 Months Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
10 Months Ago
Merge from scientist_rhib
10 Months Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
10 Months Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
10 Months Ago
More dock lighting
10 Months Ago
Deleted scientist RHIB test mesh that was causing errors.
10 Months Ago
Tweaked dock lighting
10 Months Ago
merge from naval update
10 Months Ago
some quick tweaks to prefabs, rhib and deck cranes
10 Months Ago
texture sizes for rhib crane, disabled srgb on AO maps
10 Months Ago
merge from main
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
merge from chandelier_groundwatch
10 Months Ago
merge from bag_label_update_fix
10 Months Ago
merge from bag_label_offline_fix
10 Months Ago
OrientableLight 5 power
10 Months Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
10 Months Ago
Fix update queue gc allocations
10 Months Ago
Cherry pick flashlight optimizations
10 Months Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
10 Months Ago
main -> full_drone_marketplace_fix
10 Months Ago
Fix bag labels not recognising sleeping players
10 Months Ago
Disabled placeholder surface dirt in barges
10 Months Ago
Removed third blend layer from floating walkway materials
10 Months Ago
Ensure bag label updates if you quickly swap between different bags
10 Months Ago
Some additional unique walkway pieces to improve traversal Casino progress
10 Months Ago
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
10 Months Ago
Fix incorrect vertex sum calculation Would cause StringLight batching to try and use short index space rather than standard int space.
10 Months Ago
Fix Chandelier groundwatch not working when it moves away too far from its origin
10 Months Ago
Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"