128,416 Commits over 4,201 Days - 1.27cph!
Fixed server projectile visibility check sometimes returning false when it shouldn't
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream
- reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations
- add `loadmap` test command to load local map when profiling deserialization
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
Generate manifest with new string pool
Get rid of checking for scene in standalone build
- asset bundles don't want to tell you if scene is there
- rare error: won't occur once build process is normal
IK trike passenger's hands when they're not holding anything
Enabled 'allow crouching' for rock paper scissors gesture
Fixed pedaltrike not working with spawn command
Fixed minicopter front wheel collider position
Adjust heli sleep threshold
Enforce delay between engine off and sleep checks
textures that plastic forgot to commit in
99328
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
Enable batching on low container walls
Use cdn hosted icons for Rust+ items instead of exporting them separately
Fix render batching not refreshing after color is changing
Pass color to batching directly instead of pulling from MeshRenderer
Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
Merge scripts/talker/* with episodes
view model handcuff animation wip
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Motorcar sidecar - updated lod group settings
Motorbike
- updated ik positions on hands & legs
- tweaked mount position to avoid mesh clipping & Ik locking out issues
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Power boost to stop struggling on hills
Logs removed
work on LODs for radtown storage warehouse
Do wheel rotations in quaternion space to avoid gimble lock
Further clientside angle adjustments
Clientside axle and wheels now follow serverside position
FX effects added for different terrain types
Wheel and axle rotation setup for the correct axis
All references now swapped over to use VisualCollider
WheelColliders now shared
Fixed some more compile warnings
Bump game_text max duration to 1 hour
Block scriptenforcer.net as it's being abused now
Default "skill" to 2 (normal)
Fixed a crash to do with soundscapes after map cleanup
Fix "skill" cvar affecting non NPC damage to player
Added and Setup Vintage Wardrobe Prop Prefab
Added and Setup Vintage TV Stand Prop Prefab
Adjusted Tileable Vintage Wood Textures to have more roughness
merge from spawnview_command
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
Fixed spawnview command ignoring the debug camera roll
Fixed dynamic pricing not being applied
radtown apartments check in
some initial balanced values for some cloth assets
improved burstcloth
- replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better
- sibling constraints are also treated as length forces
- removed now-unused fields from material
- other small improvements to reduce overhead
Fixed incorrect tangent when checking pull over position validity
Reference wheel colliders through VisualCarWheel
VendorVisuals initial setup
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Refactored pull over point code to work with points behind the vendor
Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
Apply the fix for NPC death animation blending
garrysmod-issues/issues/5891
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
Replace default cubemap texture with the one VBSP generates by default
This affects maps that are renamed after compilation
Fix CmdSeq.wc being broken on local builds
Fixed Ceiling Turret trying to play non existent sounds on dry fire
Was spamming warnings in console
Fixed Alyx not being blinded by flashlight in Episode 1
More episodic behaviors, for Zombies and Headcrabs
Fixed Alyx still following the player in darkness mode without flashlight
Fix Alyx's darkness breathing breaking other voice lines
Remount subbed addons if we unmounted server addons
In case some file(s) were overwritten by server addons, which are now gone
Clean up rope materials on disconnect, not game shutdown
Allows rope materials to reach 0 refcounts
Fixed intro screen material not being freed
Also fixed __error material getting an extra forever refcount
Also fixed __loading and __background getting forever refcounts
Fixed certain sprites (such as physgun beam) being forever referenced if drawn