193,687 Commits over 4,079 Days - 1.98cph!
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Added support for layers and per-instance colors to the indirect instanced renderer
- added test holdtype folders (1h/2h melee, bow, lr300)
- added v4 rustplayer mask
- setup hatchet 3p anims (updated melee overide controller)
- updated hatchet.entity (removed offsets and set to attach to r_prop)
- setup 2h 3p anims (updated sword overide controller)
- updated longsword.entity (removed offsets and set to attach to r_prop)
- updated lr300.entity (removed offsets and set to attach to r_prop)
- added v4 player update loadout
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default)
When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Increase cloud atmospheric haze with TOD_Fogginess
Implement `-StaticPropSampleScale` & `-StaticPropBounce`
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Added `-softenCosine` for VRAD
Fix static prop bounce not working due to uninitialized scale
Fix branch specific compile errors
Better SocketMod_InWater gizmos
Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Texture Update for Ballista
Added bounds handles for deploy volumes as well
Clean: reduce code duplication for BasePlayer.WaterFactor
Tests: none, trivial change
Port "Fix compile errors" from main
Remove some perforce VGUI panels from builds + clean ups
More minor cleanups
Delete pointless header files
Fix some map load warnings when Portal 1, HLS are not mounted
Fix compile errors
Try to fix linux compile
Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Fixed Lua error with DTree node having 0 child elements
Fixed base Lua SWEPs not using correct localization strings
Also removed some useless strings from garrysmod_english.txt
Fixed unicode addon name display for WorkshopDL
Merged Pull Requests
* Localization support for crosshair customization
* Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags
* Optimize DLabel autostretch behavior
* Cache gamemode table for gamemode.Call and hook.Run
Updated TTT Russian localization (Community Contribution)
Improve DButton center alignment X-axis text inset handling
Fix "Invalid string command" false positive
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Indirect Instancing:
- Remove delegate callbacks to avoid allocations at all costs
- Lots of clean-up / Removed some ugly hacks
- Use proper namespace namespaces
- Use a camera component for proper resource management
- Prefix all profiler regions with "Indirect." for an easy overview
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initial support for per-tool carving settings
- separated mask of carving modes and settings for shapes / sizes
- only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
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Fix static prop bounce not working due to uninitialized scale
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
set up v4 unarmed anims in player animator
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Rest of v4 unarmed anim set exports
vm mini crossbow rig updated also deploy and admire animation edits
Hide local player arms when mounting the ballista
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Added WASD controls to ballista
updated avatar settings on a few test anims
jungle ruins topologies for procmap testing, terrain blendmaps
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
Tweaks, inverted ballista up animator parameter
Tpose for fingers in avatar
Update: comments
- fixed spelling mistake
- added an explanation for invalidation of cached tick state
Tests: none, trivial change
Correct meta rotations in the avatar (maybe)
Added leg animator to the player model, only enabled when mounting the ballista
renamed idle breathe to match source
exported jog E and idle on v4 rig
added anims to player animator
Added better TAA sampling to reduce blurring
Removed ballista debug logs
Increased ballista mass
Dismount driver when flipping or reaching high velocities
Fixed some rotation issues
Fixed missing wheel NRE
Avatar fixes to prevent submerged animations
Collision pass on ruin walls. Fixes to prefab settings.
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
jungle_ruins_d level layout first iteration
prefab'd ruins sets for easier editing
replaced some pieces with cap less ones
re-merge from /indirect_instancing