141,459 Commits over 4,383 Days - 1.34cph!
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Fix animals slowing down to a crawl when fleeing
Update(tests): emit valid timestamps when running profile exporter tests
Tests: confirmed seconds-scale ranges in perfetto
Fix a few shader compilation errors with rare variants
Make mortar 3 functional:
- swap out the script to allow for overriding behaviour. (empty for now)
- hook up mortar shells as ammo
- fix missing references for animator, ammo, fuse
Bugfix: handle cases where main thread doesn't have any profiling marks
Veeeeeeery unlikely event to happen, but should be supported
Tests: ran ExportEmptyMainThread test - it now passes
Fix animals looking behind unnaturally, bring back the fix from previous implementation
added a bunch more boat layouts for testing
Reduce guaranteed slots from defensive to 1
New(tests): ProfileExporter unit tests
Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents.
Tests: ran tests, 2 fail. inspected some outputs of passing ones
merge from render_pipeline_testing (reflection fix)
fix vclouds not showing up in water reflections in BiRP
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Industrial Autoturret - Updated textures
Fixing skinning for lumberjack hazmat
New gesture animation polish pass
Simplify how we get Steam APIs
* The new SteamAPI versions do not have the "api context" stuff anyway.
* Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs
Fixed another NPE crash with HLTV
Fix some prediction errors with HL1 weapons
* These weapons take too much effort
Minor weapon prediction fixes
* SLAM fixes
* Minor Gravity Gun prediction fix (for holding right click)
Re-multiply SWEP slot positions by 100 again
* This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part
Update default spawnlists
* Added Tool Gun world model to Garry's Mod spawnlist
* Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist
New CS:S spawnlist to include ALL props from CS:S
* Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones
Merge PR to update default spawnlists
Sort Browse => Games/Addons in spawnmenu using lowercase text
* Fixes some models, such as W_AlyxGun appearing out of order
Update 2 more spawnicons
Fix combine dropship not flying away after deploying troops
ILuaThreadedCall virtual destructor
Updated spawnicons
* Added spawnicons for most CS:S props, rerendered weapon icons to be brighter
Apply a hack to hide toolsocclusion on MC:V maps
Make some warnings use RED text
* Bad lightmap extents on material, srcds_run warnings/errors
Fix fallback skybox texture using non existent textures
Fixed some potential crashes
merge from waterwheel_deployable
fix label of new io info on item
Workbench level 2+3 loot panel assignment
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fixed missing texture on tier 2 workbench
Add a workbench vitals prefab with the new setup, replace existing ones with it.
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
Ton of general workbench client/server compile fixes
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Merge from chainsaw_hotspot_gathering
Fix server log when throwing items at trees and ore nodes
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Add a convar to gate the icon display behaviour.
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Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
stripped back workbench 2, added new corpse
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
workbench tier 1 corpse update
WIP show icons of equipped upgrades in workbench vital panel