243,476 Commits over 3,898 Days - 2.60cph!
Merge from main -> runtime_profiling_pooling
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
Episodic models for Combine Dropship and Mossman
They should contain all animations for all 3 games.
merge from runtime_profiling_raknet -> main
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Only drop physics gun held props from Lua
Merge from main -> runtime_profiling_raknet
Added NPC template and Dialogue Bubble fixes
Basic Rubert NPC + Dialogue
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
Implemented DTree:GetText
Minor cleanups for Sandbox world hints rendering
Consistent return types from Sandbox tool Make* functions
Constraint library clean ups
Nocollide undo fix for Sandbox
SWEPs autorefresh for spawnmenu
garrysmod-requests/issues/2475
Minor cleanups
incremental updates, respond to texsize change in editor
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
▋▋▋ █▄▌▋▍▇▇ █▅ ▌▊▍▋▌█▉▊▌█ ▌▅ ▉█▄▌▄█ ▅▌▅▍▆▍▄█ ▇▄▅▄ ▊▍▇▇▇▉▇█▋/▋▇▅▋▇▍▊▌▊▋▌. ▌▍▅ ▊▄▌▇▍▊▇ ▅▉▉▌▌▌▋ ▆▄█▉▊ ▋█ █▍▅▍▄▇▊▊▆▆ ▅▊▋▋▆▉▆▇
Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
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- ▇▄▅ ▉▊▆▅▉▉▄▊▊ ▇█ ▆▇▄▌▌▊▍ ▋▄▍▉▆▋, ▍▆█▊█▆█▍ ▄▆▅█▉▆▆▍▆▊▄ ▄▅ ▆▉▅▉▊▇▅▊▍ ▆▍▇▉▅▇
WIP saving graphs without the resource editor open
Expose places for editor tools to interact with ActionGraphs in resources
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
Remove stepcount from physics interface, don't need to be calling into native to set this
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- ▆▋▇▇▅ '▆▄▄▊▄ ▆▊ ▅▇▇▆▅▇' ▄▅▍▆▆▌ ▄█ ▍▋▍▉▌▊▌ ▄▋▉██▉ ▄▊ ▅▇ ▊▋▍ ▍▇▋▋▇▆█ ▋▉▍▉▉▆ ▊▆▇▄▅▅▊▋ ▅▊▌▌▋▋▄▉ ▌▍▉▄▅█▊▍▅▆ ▉▆▅█▋▄▌ ▅▍▌▇▄▆▉▅▅ ▌▋▍▍
- ▉▉▇▆▋ '▄▍█▅▆▉ ▇▍▌▉█▊▋▌▋ ▍▉▌▆▆▌▊▄' ▍▄▊▌▄▅ ▊▄ ▌▍▊▊▄█▄▋▆▍ ▄█▍▋█▄ ▌▅ ▄▄ ▋▅▍ ▍▇▌▉▄▉▋▇ '▋▅▉▉▋ ▄▅▊█▉▅' ▍▇▋▆▅▅
Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Stick org icon next to asset info
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_C9MXtG8BHu.png
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Some changes on the new radioactive body drinking detection. Closer.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Initial cloud browser, separate from asset browser
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_H2QXLFoiGB.png
Fix fireball emission potentially not only being enabled when fireballs are stationary
Fixed radioactive water poisoning sound trying to access a higher index by accident
Fixed editing method graphs
Fix "Break into separate components" on a deactivated Prop component not restoring procedural components
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Added Prefabs/Templates for a bunch of useful stuff
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Fix player sliding around sometimes. Abilities now have more control over the player.
Added LaunchAbility and updated Jump Pad to use it to launch you along a perfect trajectory.