139,748 Commits over 4,352 Days - 1.34cph!
merge from waterwheel_deployable
crate_underwater_basic 256m -> 128m
natural_beehive 256m -> 512m
grenade_molotov 256m -> 128m
orebonus_generic 256m -> 128m
metal_detector_source 256m -> 128m
treemarking 256m -> 128m
treemarking_nospherecast 256m -> 128m
debris_wall 256m -> 128m
Reduce exposed stash network distance from 258 -> 128 meters
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
Reduce network range to 128m on:
IMPORTANT:
- item_drop (leaving buoyant as it) (leaving backpack as is)
DECOR/MISC:
-Heavy Scientist Plushy
-Hazmat Plushy
-Pinata
-Parachute Unpacked
-Headbag
-Fish Trophy
-Wanted Poster
-Confetti Cannon
-Twitch Trophy
moer charm attachment points
Implement CHAR_DIRSTEREO
Also fixed a potential issue with CAudioDeviceSDLAudio
Iterate over duplicator positioning
* Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes
Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity
* Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1
Remove more "test" console commands
* drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect
Change buddha messages to be send to client console
Remove hidden "killtarget" concommand
Make base gamemode load spawnpoint list from the entity
* So we have 1 dynamic list of spawnpoint entities we want Lua to register and use
Added MC:V to mountable games list
Added door controller slots to the outside of the armored hatches
Expanded renderer bounds on the ladder hatch skinned meshes
Fixed pivot on Kiosk E decals
Backpack is always showing on the 7th slot
Open folder button
WIP on fishing changes
- Add overfishing: catching too many fish in a given area will overfish it, making only junk items come up on subsequent casts (many convars to come, it will be highly configurable do not worry)
- Deepsea fishing has better results, low tier fish removed from the fishing loot pool
(potentially) Fix signage pooling issues.
Fix main menu manager start up error when running with main menu disabled.
Merge from tunnet_netgroup_fix/launch_site_hole_carve
First pass of rentable shop leak decals. Enabled GPU instancing on rentable shop materials. Re-UVd decals on Kiosk F.
Another partial fix for small hunting trophy
partial fix for point/spot light biasing inconsistency with BiRP
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Loadout sorting, item count text and added empty item icon background for VirtualItemIcon
Add toast error for looting in safe zones
Fixed FlexVirtualScroll on disabled gameobjects
Fix virtual scroll top and bottom spacers from not being set to the correct height in some instances
We werent using min and max height properly
indirect_instancing.buffer_upload_mode NRE fix
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m16a2 viewmodel prefab scale edit and anims
merged main -> rust_relay_server
pre merge (resolved packet sending issue)
fixed check for is in lake
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
code clean up and refactor for better ocean/river/lake waterflow calculations
lots more charm attachment points
Loadout widgets show belt and wearables items
merge from reapply_136367
Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
Fixed some compile warnings
Fix a NPE crash with network transmission check
Change Hammers ???? spawn flag to a more descriptive text
Restore gmod_language cvar for dedicated servers
* Kinda lame that I have to do this, but in order to not break stuff
Apply some validations to shader API
Use actual model scale for jiggle bone scaling
* It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled
Make joystick input add to mouse delta, not replace it
* Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think
Merged Pull Requests
* TTT: translatability improvements
* TTT: use GMod language setting by default
* TTT: Equipment menu sorting options
* Menu: Optimise digest scheduling
* Pass along GM:AdjustMouseSensitivity's arguments to weapons
Make BuildFromTriangles read weights from util.GetModelMeshes
* It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
More ent_create NPE crash fixes
vgui_slideshow_display refuses to scan invalid folders for slides
Delete a few more "test" concommands
* This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere
Add 2 new parameters to VRAD
* `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters`
Lets try rebuilding ambient cube indexes for when there are >65536 of em
Lets try making singleplayer always select first spawnpoint
* This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development
Fixed crashes with SavePresets
Fixed decal related crashes with static props
* For "clipped vertices" (whatever that means) it would crash, so we prevent that
Make template spawned entities be removed if they are not NPCs
* This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server
Do not assign client-only color_correction entities serverside
* This fixes map cleanups applying color correction that is not applied when just starting the map
Undo some changes to clientside game.CleanupMap()
Revert "Lets try making singleplayer always select first spawnpoint"
This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
merge from new_console-ui
merge from iocounter_resetvalue
Auto clamp the counter reset value when typing in the input field