129,523 Commits over 4,201 Days - 1.28cph!

Today
added physic impact sounds for the PT boat
scientist_boat_fixes_3 -> naval_update
Today
stupid pooling fix
Dont save the ghost ship hackable crate. Stops save nre
Today
merge from ai_vehicle_clipping_check_optim
Today
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
Today
▄▊▅ ▇▌▉▄▅▇▅▌▊▋▍ ▉▉▉▇▉▋▅▆ ██▋ ▇▅▋█▄▆▉▄ ▆▉▆ ▌▉▄▍▌ ▆▊▌▌ ▇▇▍▌▅▊ █▄█▄ ▋▅▊▉▉█ ▆▋▇ ▌▆▊██▇▊▄▆▊▌▍▉▉▊▇.▄▆▍▆▇▌█▊▆▋▄. ▆▍▉█▊ (█▇▍▉▋▌) █▉ ▉▊▅█▉▅ ▅▉▄▅█▅▇ ▉▍▄▌▄▆▊▆█▄ ▋▅▆█▆▊▄▊, ▅▋ █▋▋▊ ▍▄▅▉█▅ ▋▄▇ ▆▍█▌▋▋▊▌▆ (▄▉█▇ ▆▊▍▍▍▉▇ █▍▌ ▅█▌▍▄▄ ▋▆▆▊) ▌▄▉▌▋▇▌▉▍▅▊▅▅▊▌.█▊▉▆▆▋▌▇ (▄▆█▌▋▉) ▋█▌▆▋▉▆ ▅▅▆ ▊▊▌▉▋▆ ▄▆▆▅▉█▆▄ ▄▍▍▊█▉▆█ ▄▍ ▅▊▋ ▍█▄▉▇▉ ▇▉▉▍▆▉▌▆ ▆▊▊▍▇▆▌▆▌ * ▊▉▋▉▍▅ ▉▌▇▄█▄▌▆▉▆▌ ▍██▄▊▅▉▇▄ (▌█▍ ▌█▍▋▉█▄▊▄, ▇█▄▄▍ ▉█▅█▇)
Today
merge from naval_update/deep_sea
Today
Applied prefabs. Dummy coord fixes.
Today
Re-route setting animator states to playable animation controller
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
Fix margin check in wander state
Support boat debug ddraw convars on server
Today
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
Today
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
Today
Disabled deep sea portals debug by default
Give a whole second before spawning scientists
Today
merge from naval_update
Today
merge from industrial_pipe_batching -> main
Today
merge from npc_PlayerSyncCycle_optim
Today
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
Today
▍▋▆'▉ ▋▍▍ ▊▄▆▍▉▆▍▊▊▆▉▋▇▉▊▌▄▅▄ ▍▄▍ ▇▇█▅▊▅▄ ▉▅█▉, ▅▋▆▋ ▊▉▅▉ ▅ ▊▉▆█ ▍▊▆▌▆█ ▊▄ ▍▊▋▍ ▉▇ ▊▌▉▅▄▅▆▅▌█▄█▉.▌█▌▇▋▄▍▆▍▌▆▇▊▋▉ ▆▄ ▉▌▅▅▉ ▊▉ ██▅▆▋▋▌ ▋▋▍▌ ▊▄▇▍ ▌▉▅'▊ ▄▇▌█ █▊▍ ▋▍ - ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
Today
merge from main -> industrial_pipe_batching
Today
merge from optimize_reduce_dynamic_occlusion -> main
Today
merge from naval_update/deep_sea/billboards
Dont try and set navigator, we dont have one
Today
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
Today
Compile fixes
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
Today
engine and storage audio files imported
Today
PT boat engine sounds imported and implemented and storage imported
naval_update -> scientist_boat_fixes_3
Today
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
Today
Mark ladder as static when parented to building block
Today
bug fixes and seagulls added
Today
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
Today
Material reduction and optimisation in some floating walkway kit pieces
Added repair bench to playground.player for easier skin testing
Candle Hat repose
Today
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
Today
merge from playable_fixes
Today
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type()
Today
Folder Renaming for flare refresh.
Today
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds) Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Merge small fix for LuaJIT Bump system error buffer to 256 Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
Today
Disable terrain culling by default
Today
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
Today
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512