242,147 Commits over 3,867 Days - 2.61cph!
merge from ScaleBySpeed_server_optimisation
Small optimizations to GM:DrawDeathNotice() (#2045)
- Localize the cl_drawhud convar and replace the use of the deprecated GetConVarNumber function with it
- Don't reset the Deaths table if there's nothing in it
- Don't iterate through the Deaths table twice
merge from fix_horse_bullet_penetration
merge from fix_steam_nickname_slow_refresh
merge from viewmodelrenderers
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Move some hardcoded values of weapon_fists to SWEP.* variables
Closes garrysmod/pull/1980
Co-Authored-By: code_gs <collings509@gmail.com>
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
Initial standalone build wizard
Standalone player exe
Export into `data\`, copy everything we want
Application.IsStandalone, don't try to load menu project if standalone
Load from manifest, un-hardcode paths
Fix paths, temporarily copy sbproj
We should be able to get away with not copying these manually, asset system should handle dependencies
Clean up, slightly improved wizard
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Load assembly, filesystem
Copy base UI textures and fonts
Move standalone-specific stuff into StandaloneGameInstance
Use code resources from code manifests
Only copy compiled code resources, don't copy tool DLLs
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster)
Clean up, try to get as much of this standalone stuff as contained as possible
Copy all core models too (mainly for box, sphere models)
Wizard UX improvements
Fix paths for new folder layout
Change "build" naming to "export", makes more sense
Wizard cleanup, share wizard code between publish/standalone
Rebase fixes
Update deprecated GetConVarNumber in weapon_fists (#2054)
Update deprecated GetConVarNumber in weapon_fists
chore: fix some typos (#2072)
Signed-off-by: frameflare <yangzenghua@outlook.com>
TTT: Update Russian language (#2070)
* TTT: Update Russian language
* Update russian.lua
* Improve translations
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
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Updated changes to normal map fix
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Nicer looking ui for time
Auto pair when deployed, if you have code lock access
Display Map times on UI
Record best time
New version of normal map fix
Can't aim while sprint/sliding ("no_aiming" mechanic tag)
Add proxy update for mechanics, so we can grab tags for networked players, crouch/slide/etc sync'd this way
More work on networked players
merge from tutorial_menu_improvements
merge from fix_demo_disk_quota
merge from industrial_conveyor_quickmove
merge from dismount_netting_fix
Fix menu not loading 🙈🙈🙈🙈🙈
Make internal addons.. addons - because it matters now
Leaderboard backup, run #
11154
Fix NRE in DockManager
Make Project creation internal
Add LibraryManagerDock
Project constructor can't be internal, ya dummy
Library publishing
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Added hinges to the van doors
Both flamethrowers with viewmodelrenderers and effect parents setup
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Wrap player input around IsLocallyControlled
Code refactor, start working on pawn possession (so we can do networked spectators later)
Properly aligned sharp coastal cliffs
Medium cliff variant test
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Merge from mission_improvements_may_24
Fixed escape key not working anywhere
viewmodel updates inc bolt states & triggers