248,620 Commits over 3,928 Days - 2.64cph!
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
Restart pause menu
Hide tutorial if doing platform run
Display timer
Remove cs_surface_interactions
Always output combo count if it's over 1000
Strip some lesser used stuff from spritecard to get the compile time/size under control
Remove old broken water shader
spritecard compile fixes
Revert "Remove old broken water shader"
This reverts commit 839701b6fc80e9ef6663f8540820545e5d39f490.
Fix water shader not compiling
Try fixing compile error from junkpile despawn
merge from qol_junkpile_despawn -> main
Add emission support to localcoord shader
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Add * option to vfxcompile
Create Shaders-Build.bat
Create Shaders-BuildForced.bat
Delete old shader build scripts
Update base.fgd
Fixed Grenade weapon trying to emit NULL sounds
Do not set `commentary` on map load
Bump max_constraints default
Force Sandbox tool names lowercase
Portal 2 coop spawnpoints
Rollermine variants
Remove code to set NPC names from spawnmenu for the killfeed
Too error prone unfortunately
Fix regression with PR #2143
Optimize spawnmenu SWEP autorefresh stuff
Fixed loading screen month checking
Do not IsValid input in hook.Add
NULL entity is still an entity, and it used to work.
IsMounted hack to do with Half-Life 2 20th anniversary
Tweak the wolf dynamic vision range:
Reduce base wolf vision by 5m
Player crouching = 50% range
Player sprinting = 130% range (no change)
Crouching now allows getting in melee range if you approach a wolf from behind
Fixed view model hands being disconnected on SV wep switch
This is due to some specific mods and recent changes
Clear CShadowDepthView to black instead of white
Fixes garrysmod-issues/issues/6086
Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up
Delete cl_soundfile
Unused, no reason to keep it.
Newline for mat_disable_d3d9ex warning
Do not print `cc_lang = ` with developer 1
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Fixed yet another useless console message on game start up
"Not playing a local game"
Fixed view model hands being disconnected on SV wep switch
This is due to some specific mods and recent changes
Clear CShadowDepthView to black instead of white
Fixes garrysmod-issues/issues/6086
Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up
Delete cl_soundfile
Unused, no reason to keep it.
Newline for mat_disable_d3d9ex warning
Do not print `cc_lang = ` with developer 1
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Fixed yet another useless console message on game start up
"Not playing a local game"
Initial RPC send and receive framework for stats using protobuf
Working on jungle walkways
Fix network scene load race condition. Fix spamming Join Game trying to connect to a lobby after we're already in a game
ballista ammo lods and prefabs
Added BaseTileTool.AutotileBrush
Tileset Tool Preview updates to show selected Autotile Brush if there is one
https://files.facepunch.com/CarsonKompon/2024/November/25_11-44-GhostwhiteGenet.mp4
Add collapse-able groups for line and rectangle tool inspector values
Highlight selected autotile tiles with selected color
Painting with the PaintTileTool while an Autotile Brush is set will paint to that Autotile layer instead of drawing tiles directly (and draw some debug visuals for now)
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Merge: from VendingMachinePooling
Fixes a minor bug that caused Vending Machine's protobuf pool to inflate
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
Bugfix: avoid inflating VendingMachine's protobuf pool
- Rewritten with relying on pooling
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
update particle.rework scene
impact fx updates + explosion_medium updates
added impact.brick particle fx
exported updated wolf attack ledge animation
Composite SSAO on Lighting rather than Blitting (#1677)
Merge from admin_invis_command
Update shaders, might get stumped with AO changes but i'll just build them back
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
Polish jump trajectory and weightiness
Catapult projectiles naming
Tweak EventManager flushing
Services Update
Fix TilesetPreview aspect issues
Added Autotile Test Resource
Added AutotileWidget which holds autotile paint controls, display in TilesetTool Inspector
Autotile Example Scene
Update TilesetTool Inspector layout and reset autotile brush when changing layers
enforce burst compatibility on Point3DGrid
server processes enqueued sculpture updates centrally, allowing certain jobs to run in parallel
- most beneficial on server startup
Address case when trying to package.GetMeta<string> something that isn't a string, to ensure backwards compatibility
- Resolves legacy game issue where InputSettings has not been moved to Input.config
- Output a warning if we fail, instead of hiding it
Asset Browser: Everything location excludes cloud cache, non-project assets when 'Show Base Content' is disabled
Asset Browser: only hide compiled versions of source files when they both would have been shown under the asset filter (don't hide .sounds because we have a .wav etc)
Remove any existing package files when updating to new cloud asset version
Feed entry script with basic setting
Fixing skinning issue for catapult rope
Get correct stat
Reset setting button
Fix DispatchCompute capturing
Fixed push interaction showing when looking at disabled reload and fire interactions point