243,201 Commits over 3,898 Days - 2.60cph!
Update: SoundManager pools internal lists
The pooling effect is minimal, but it achieves 2 small improvements:
- we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code
- audio.printsounds no longer reports 0 active sounds per definintion
Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
Disable arms now that gunsmith weapons just use the pure view model prefab
Health + Damage effect
Cube reset buttons
Update: microphone drops any sounds it has accumulated on destroy
Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable)
Tests: none, trivial change (same type of changes as previous)
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Api update
Fix triggerteleport NRE
Update: modular car's engine drops all sound resources on disable
Tests: blew up a modular car
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Move project cookies to .sbox/
Move asset thumbnails to .sbox/
Fix some cloud package thumbnails getting unnecessarily downloaded
Stick cloud/local asset thumbnail cache on different paths so these can't conflict
Update: AmbianceWaveSounds recycles sounds on disable
Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
Add GameObject.GetLocalBounds()
Add GameObject.WorldTransform, WorldPosition, WorldRotation, WorldScale
Add Component.WorldTransform, WorldScale, WorldPosition, WorldRotation
Mark Transform.LocalPosition, LocalScale, LocalRotation, Scale obsolete
Mark .Transform.Rotation obsolete now .WorldRotation
Mark .Transform.Position obsolete, now WorldPosition
Run the update process on a fresh version of the animator from main, fixes all overrides
Leaderboard backup, run #
14380
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
scrap
hover text
pick up items
remove RotationController
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Fix Molotov not spawning fire nodes. When a node is extinguished, give some time for its particle emitters to die nicely. Add new fire effects stolen and tweaked from Walker.
Remove the mention of floating bottles on the load screen tips
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
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Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
Check if the last placement error is null or empty before sending it
Fix attempt for the occasional empty error toast sent by the server
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
Add `download_demo` command to download list of demo chunks and extract player demos from them
- expects a JSON object containing list of files & users to extract from the downloaded chunks
Added siege tower
Baseline, prefabs
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
Merge from main -> full_server_demo_client_reader
Fixed Tree Spawns
Fix Grass Spawns
gun barrel pos
shotgun
selection box
more selection
Projectile speed and gravity affected by catapult charge when fired
Added 3 placeholder boulder explosion VFXs
Fixed Panel.Exec not working on SetHTML'd HTML panels
Gunsmith: Allow part selection instead of random from list, wip ui
https://files.facepunch.com/tony/1b0211b1/sbox-dev_nh4ovVRO4A.mp4
Fix NRE's when renaming component - some work needs to be done here though to handle renames gracefully
Fixed using wrong translation string in previous commits
Resetting bodygroup only applies to effected bodygroups
Fixed wrong translation string used in recent changes (oopsie)
Localization for NPC and Vehicle tabs
Closes garrysmod/pull/2122
Co-Authored-By: Tora <49911006+NovaDiablox@users.noreply.github.com>
Added Resistance Turret to spawnmenu
Tooltips for Vehicles tab in spawnmenu
Lack of these was hiding why the "Car Seat 1 2 3" existed from the players.
Add another optic, underbarrel configuration for M4
Fixed a crash to do with teleporting constrained entities
Removed unused variables in Problems panels
Pull Requests
* Use localization strings for GMod-specific keyboard settings
* TTT: Updated Turkish localization
* Use 4 number overload of surface.SetDrawColor in base game for performance
Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs
Resistance turrets only set the 2 valid skins (was trying to use 4)
Localize NPC and Vehicle spawnmenu tab entries
Added Resistance Turrets to spawnmenu if Episode 2 is mounted
Adjust "Prison Guard" localization strings
Also remove unintentional changes