130,596 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
        
        
        
            
            
            
                
                Travelling Vendor -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some things like the dive suit clipping in first-person view
 
                
                
                
                
                
             
         
        
            
            
            
                
                Greatly reduced target detection range
Minor code cleanup
Added convar to have the vendor destroy buildings. Disabled by default.
Increased push box size
 
                
                
                
                
                
             
         
        
            
            
            
                
                Speculative NRE fix in MonitorLoopingGesture
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from runtime_profling_presets -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix runtime profiling not turning off performance tracking when profiling is off
New convar to set profiling level preset to the most common settings
0 = off
1 = basic stats (frametime, total entities spawned/killed, lag spikes)
2 = all tracking
Can enable/disable profiling modules with convars after `runtime_profiling` is enabled
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                Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Increased pedal bike sprint time from 4s to 5s
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tuned down and clamped crash ragdoll force
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted pedal bike world collider
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Travelling Vendor -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed icon to green one
Increased icon size
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                disable ambeint sounds on travelling vendor turrets
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from runtime_profiling_double_physics -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix physics stats being doubled on every frame FixedUpdate runs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Travelling Vendor -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                DirectlyMountable check in force mount
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't show the timed dismount UI if we're restrained
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restrained players aren't placed in the driver seat for Snowmobile or Submarine
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from hood_and_cuffs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Moved turrets closer to the vendor centre
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added random engine backfires
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fix compile error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fix game_text crashes
fix compile error
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
 
                
                        
                            
                        
                 
                
                
                
             
         
        
            
            
            
                
                Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
 
                
                
                
                
                
             
         
        
            
            
            
                
                w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added side turrets to the vendor
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced max tick rate on cloth
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-organising scene into appropriate groups
re-organising radhouse large prefab
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a toxic pool water surface
toxic pool material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vendor attacker is not marked as hostile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wired headlights and spotlights to TOD