192,622 Commits over 4,049 Days - 1.98cph!
Better error handling for reworked killfeed
Allow Map IO to convert int/float to string automatically
Better default text color for game_text
Port original ear ringing behavior from HL2 to Lua
less ear ringing
Remove cheat flag from mat_colorcorrection
Added sv_usercmd_custom_random_seed
Added sv_showimpacts
Move Treason map icons to fallbacks VPK
Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours.
Added some headers to projects for intellisense
Try to mitigate util.TableToJSON leaving junk behind of failure
Merged Pull Requests
* Make Player:LimitHit serverside only (it would error clientside)
* weapon_rpg for npc_citizen (rebel only)
* ENT.Information support for tooltips in NPC spawn icons
Better error handling for reworked killfeed
Allow Map IO to convert int/float to string automatically
Better default text color for game_text
Port original ear ringing behavior from HL2 to Lua
less ear ringing
Remove cheat flag from mat_colorcorrection
Added sv_usercmd_custom_random_seed
Added sv_showimpacts
Move Treason map icons to fallbacks VPK
Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours.
Added some headers to projects for intellisense
Try to mitigate util.TableToJSON leaving junk behind of failure
Merged Pull Requests
* Make Player:LimitHit serverside only (it would error clientside)
* weapon_rpg for npc_citizen (rebel only)
* ENT.Information support for tooltips in NPC spawn icons
rug_deployment_fix -> main
initial spa12 setup (with temp offset in entity)
- added 3p anims inc renaming
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop)
- removed weapon root from mask on w_spas12 anims
Allow rugs to be placed underneath already placed deployables.
Can now also be placed under peoples feet
merged in tom's fixed hammer material and albedo, ao from his weapons_tool_ao fix branch
Plugged new AO map into material slot (bolt rifle)
merge from
101733 - weapon_tool_ao_fixes materials
merge from
101745 - weapon_tool_ao_fixes
Pickaxe - added AO texture to the material
Texture update desal tanks
Merge: from parellel_validatemove
- Full conversion of player WaterInfo caching over to jobs
- TerrainMap now uses NativeArray instead of managed array
- expanded unit tests
- new ServerDemoProcessor that tracks water results checks (in/out of water counts)
Going to start testing on staging and monitoring the impact
Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
- Boomerang can now be caught by the player who threw it in the first place
- Cache creator player
- Hitmaterial now uses collider shared material
Clean: remove unnecessary usings
Tests: editor compiles in CLIENT+SERVER
LOD0 Updates/Textures Desal Tanks
- Improved reliabiliy of impact effects happening
- Server projectile version scales damage properly
- Logs
Hatchet - Redone worldmodel and LODS, fixed UVs (fixes all workshop skins), improved topology/shading and added a simple AO map.
Fix croc speeding up suddenly when moving after intimidation
Update: adding missing logic to BasePlayer.ServerUpdateParallel since the merge
- also fixed the formatting in a couple places
Tests: none, trivial changes
updated vertical slice loadout
Merge from fast_debug_draw: Fix shaders on Mac/Metal
Bugfix: check if ignore grids (terrain, water) are present
- Covers cases in editor where they haven't been setup yet
Tests: ran unit tests
Bugfix: invalid indexing of water infos when player is parented to a water blocking entity
Tests: none, trivial change
Set wooden dart damage to 30 per design doc.
Removed incorrect modifiers/scripts from wooden dart.
Merge: from main
Tests: ran unit tests, played in editor with parallel update jobs enabled on Craggy - water was detected correctly
Incapacitate dart now requires snake venom for crafting
Updated Water Treatment Tank Materials and Textures
Bugfix: rename WaterVisibilityTrigger.Reset to ResetTrackedTriggers
Old name conflicted with Unity's scripting api and generated errors in editor(problematic for tests)
Tests: ran unit tests
- Play projectile effects even if you only hit the terrain
- Fixed NRE on terrain hit
- Remove unneeded logs
zigg scene hierarchy cleanup
Fixed viewmodel arms not getting tinted
Added ping leeway to GetReactionTime calculation
Bugfix: fix GamePhysics batched queries bugs
- Was incorrectly indexing the array of results
- GetIgnore(Vec3, float) was using a swept sphere instead of sphere overlap (like original code)
Tests: ran unit tests - they now pass
Temporarily throw some venom (bread) to the ground on snake death, until corpse/ragdoll is setup.
zigg jungle overgwrowth progress
Tests: Add missing layer for WaterVisibilityTrigger objects in WaterLevel tests
This now stressed the execution path for the submerged head in GetWaterInfo and shows I have a divergence. Will fix shortly.
Tests: ran all tests
Snake corpse.
Spawn corpse.
Additional fixes for Metal API
Boomerang now sticks into whatever it hits, creating a pickupable world object like any other projectile
Added placeholder snake venom item
Reaction time and chance to reposition tweaks