141,803 Commits over 4,383 Days - 1.35cph!

10 Minutes Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
36 Minutes Ago
Merge: from main
41 Minutes Ago
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42 Minutes Ago
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1 Hour Ago
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3 Hours Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
3 Hours Ago
Cleanup, fixed some duplicated stuff from the shelves work
3 Hours Ago
Add blending between aimdir pitch and reload animation.
3 Hours Ago
Fixed some redirects
3 Hours Ago
Fix mortar controller transitions not having any conditions
3 Hours Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Setup fire effect properly, add effect recycle to muzzle fire fx
4 Hours Ago
Animate mortar during loading, disable the animator outside of loading.
6 Hours Ago
Attempted fix for 'A session is already active.' EAC error
6 Hours Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
- Minor polish
Missed files
Can now make fulll vending order with drag/drop
Today
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Today
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
Today
merge from deepseamarkers_mlrs_fix
Today
Fixed deep sea portal marker masking issues with MLRS's map
Today
Merge from main (no conflicts)
Today
Static prop lantern consistency. Red spotlights on Excavator fixes.
Today
These too.
Today
Missed some files.
Today
Monument fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
Today
Fix drive system not working fully in TTT
Today
add workshop on/off toggle for electric furnace effects
Today
Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now Fix Linux SRCDS failing to build Fixed bugbait crashing in a certain scenario Prevent invalid VTF file flags from crashing the game For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files. Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel ) Fix player NPC squad HUD not having a background * Also make the HUD element fit all NPCs following you (up to 16 right now) Delete some unused CGarrysMod stuff * Also block building_cubemaps convar (can still read it) * Removes IGarrysMod::MD5String, PlaySound, GetMapName * Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated Bump renderData to 16MB max * Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64) Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors Invert Green channel on citizen sleeve c_model normal Unfix door_03_slotted_left.mdl skins Remove recently added DebuggerBreak call
Today
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
Today
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
Today
Fix branch differences not compiling
Today
workbench upgrades gibs added
Today
workbench gibs fbx added
Today
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game Update "Rejected transfer of" warning to be more descriptive * And also moved it after existing file check, so it doesn't spit out misleading warnings Add .ani to serverDL whitelist Fixed Lua error with duplicator's control panel Clamp down on more invalid paths Turn some console messages into warnings so they are easier to see Reduce scheme max font size to 150 * Fixes some weapon selection icons not having their blur at 160 More killicon aliases Vehicles inherit physics icon, hl1 mp5 and grenades use HL2 alternatives More BMS NPC placeholders * I am not even sure I should be doing this. Adds the zombie variations, sets the human grunt models, randomizes faces Move ANISOTROPIC stuff from DImage to notification lib Consistently apply ammo HUD coloring when empty Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional.
Today
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Today
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
Today
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