257,794 Commits over 4,018 Days - 2.67cph!
some more minor dirt adjustments
Make slashes cause smaller decals than blunt, cause that makes sense
Merge from camphysical_taa_support
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Added client check when checking for taa support to fix server compile errors
Blunt effects now support non uniform scaling (skew)
Added random rotation modifer to all bullet decals
Ensure all stab effects have rotation modifers on them
Merge from camphysical_taa_support
Initial render envmaps on the loading screen instead of in the first few frames of the game
Fixed a few bees briefly escaping from the next jar after a grenade throw.
Further refinements to slash effects
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors
- Had to add an editor-only safety check for WaterCamera for a super rare exception
Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
updated topology masks for jungle ruins, s2p ruins
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Restore adding per frame stats from updating upstream code
Fixed metal ore scale issues
exported crocodile static and run death anims and updated intimidate attack anim
Estimate player's velocity clientside if MOVETYPE_NONE
Enable `"flammable", "no"` prop interaction
Added `drawviewer` field to render.RenderView
Loading screen gets data faster when hosting a game
Load shaders from THIRDPARTY if not found in BSP or MOD
And whitelist "shaders/*.vcs" in workshop addons.
Fix saves.singular localization string including its comment
Fixed "flammable", "no" assigning wrong flag
Minor cleanups
Add min_use_angle for func_button from CS:GO
Reduce which entities report the networked velocity clientside
local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list.
Fix SetFogController being stomped by new fog controller system
Added NPC:GetHeadDirection and NPC:GetEyeDirection
Added sv_maxvoicepacketsperframe
Text parsing: Handle loading/writing \r correctly (Hammer VMF)
Hammer: Entity comments allow adding new lines with Enter
In Entity Properties window, the Comment field
Expand func_precipitation key-value info about custom particles
Finish description of sv_maxvoicepacketsperframe
Uncheat sv_player_usercommand_timeout and default to 0.5
0.5 is the value GMod originally had
Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior.
Replace DDrawer :: text with icons
Spawnmenu drawers scale the category list
So that when the drawer(s) are open the bottom categories are not hidden behind the drawer
Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton
Revert "Merged some anti usercmd abuse stuff from TF2 SDK"
Causes weird issues around the game
Fixed CRopeKeyframe having huge serverside bounds when not attached
it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box
Fixed trigger_remove.OnRemove not working at all
Remove sv_autojump as it does nothing
Pull Requests
* TTT: add ttt_filter_role entity
* TTT: Close player volume slider along with scoreboard
* Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements
* Fixed DButton:SetConsoleCommand() not accepting vararg
* New Localisation Phrases
Pull Requests
* TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die
* TTT: Let TTTLastWordsMsg hook override default behaviour
* Cleaner server list layout code & Better display on small screens
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
Map List excludes current map
Map voting is off by default, add thieves.marine_base_arena to the map list
Move some UI stuff to Engine
Move speech stuff to Engine
Move file string tables to Engine
Obsolete ColorGradient and FGDCurve
Move stuff that can go into engine, into engine
Clean up scene object flags
Add SCENEOBJECTFLAG_HIDE_CUBEMAPS
Add SceneObject.Flags.IncludeInCubemap
DebugOverlay doesn't render in cubemaps
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terrain topology radius samples run through burst job, even when called from other threads
- 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
updated croc ragdoll prefab to look less goofy.
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain
- Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
Added TAA support to cam physical
- Fix crocodile diving instantly, dives at plausible speed
- Fix crocodile spine procedural anim always being disabled
art updates - maintenance room
merge from fogmachine_optim
merge from cwb_kettle_harvesting_tea
merge from recipelist_reorder
merge from Item_Descriptions_update
merge from consumable_gene_info
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Update: perf tests for WaterInfo/-s
For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial
Tests: not applicable
Get rid of another log
See if we can get away with a single NodeLibrary
Get rid of NodeLibrary.Push()
Fix Facepunch/sbox-issues#7808
Have croc exit dive if it happens to move out of the water
Clean up GameState, don't show up if in warmup
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- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it
- Make crocs float lower under the water so only snouth and back are visible
- Prevent croc from using land animations in water, and vice-versa
- Fix error from OnValidate
- Run codegen to fix compile error
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HornetGunWeapon: Added asserts to track down validity issue
Add SerializationOptions.MakeGuidsUnique