130,443 Commits over 4,201 Days - 1.29cph!

1 Year Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
1 Year Ago
SimpleVehicleVisuals server compile fix
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
Make wolf foundation jump more consistent
1 Year Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
1 Year Ago
edited shield entity positions so the shields sit correctly in the hands
1 Year Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
1 Year Ago
Battering ram player model IK setup, added placeholder steering wheel
1 Year Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
1 Year Ago
Merge from cctv_shoot_disable -> main
1 Year Ago
merge from ghost_sheet_fixes
1 Year Ago
set bike and horse mountables to animate cloth in worldspace
1 Year Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
1 Year Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
1 Year Ago
Merge from main
1 Year Ago
Merge from gesturepack
1 Year Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
1 Year Ago
Tea items
1 Year Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
1 Year Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
1 Year Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
1 Year Ago
Merge from main
1 Year Ago
Merge: from main Tests: none (trivial merge)
1 Year Ago
Merge from corrupt_prefab_handling
1 Year Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
1 Year Ago
reduced wind shader values on GhostSheet material
1 Year Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
1 Year Ago
Merge from main
1 Year Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
1 Year Ago
Disable deployed cameras from being disabled while shot
1 Year Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
1 Year Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
1 Year Ago
Merge from brzone-blending -> main
1 Year Ago
Prefab application & fixes.
1 Year Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
1 Year Ago
Network compat breaking changes * Removed bodyque system/entity * Remvoed vote_controller entity Bump network version & .exe version Fix weapon_snark network types Remove m_bHL2EpisodicBehaviour from gmod gamerules CTEPhysicsProp model scale networking TEHL2MPFireBullets Y axis spread networking Completely remove the commentary system Fix incorrect particles spawning if there are too many garrysmod-issues/issues/5509 Remove test_traceline entity Restore portal entity clientside parts (lasers) `teamonly` in `player_say` event networked
1 Year Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
1 Year Ago
Merge from copypaste -> main
1 Year Ago
Fix compile errors
1 Year Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
1 Year Ago
Finalized & prefabbed wall mediums and large.
1 Year Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
1 Year Ago
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1 Year Ago
Battering ram attack interaction moved to a world button
1 Year Ago
exported edited viewmodel metal shield animations
1 Year Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
1 Year Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
1 Year Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
1 Year Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.