243,178 Commits over 3,898 Days - 2.60cph!
Remove vsurf resource, we use surface game resource for this
0,1 range on Collider.Friction
Fixed some duplicate arms
Make sure collider friction is set back to surface friction when custom friction is disabled
Reworked shield viewmodel coding to live on a new self contained component
Updated viewmodels with new assets
solo page updates, medal icon changes
Added orbit camera to third person camera view for devs/admins.
Hold alt when using third person camera to use.
Mousewheel zooms in out.
v_m700: initial first-person setup (including animgraph)
build command
build indicator color
scrap panel
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Filter for preset list
https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif
Called GM:PlayerAuthed outside of player prediction (so curtime is valid)
Effectively makes the hook run a bit sooner within the same frame/tick it used to.
Fixed Player:UniqueID returning nothing before InitSpawn
Fallback to garrysmod.ver for when Steam is not available to get BRANCH
Disable gui.HideGameUI, block cancelselect
VRAD: -dumppropmaps also dumps the lightmaps as .pfm
Also dump files to /sp_lightmaps/ instead of base dir
Don't display alpha channel for non alpha formats (RGB888, etc)
This is for mat_texture_list 1
Use non alpha format for images without alpha (.png/.jpeg loader)
This should hopefully save some memory
Resave Post Processing icons to not have alpha channel
Since they don't use alpha anyway
Document WorldCell, tweak cell initialization
Don't write every edit to c:\\temp\\brix.json
Actually save when editing news blocks
Make spacing match editor better
Don't render big open spaces
Battering ram work in progress
- added driver seat, fuel storage and engine logic
Remove old SDF functions entirely (byebye)
Iterate GTAO, works almost perfectly ingame, add noise function to it
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Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
setting up metal shield viewmodel
Undo: auto-reference of PerformanceTesting lib
Trying out a different approach
Tests: none
Activated towing on all siege weapons
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Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
Auto dismount player at the end of sampling (just use distance for now)
4 shot mini crossbow folder setup &
basic blockout / grey box
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Merge: from main
Tests: none
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Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
Sync viewmodel deploy skip: Play anim on unholstering, not when swapping between pawns etc
If we attempt to possess a pawn without a PlayerState, fallback to using local
Fix suicide not working with bots
Reverse layout of chatbox so input hints stay at the bottom
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And the managed side
Serialize/deserialize CMapGameObject
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Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
Updated Wooden Shield Textures
Updated Wooden Shield World Model and View Model to have better strap positions
Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats
Merge: from requesttrees_spike
Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars.
Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.