198,804 Commits over 4,140 Days - 2.00cph!

9 Months Ago
Slight value tweaks
9 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
9 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
9 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
9 Months Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
9 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
9 Months Ago
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
9 Months Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
9 Months Ago
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9 Months Ago
Merge from main
9 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
9 Months Ago
merge from main
9 Months Ago
merge from wallpaper
9 Months Ago
merge from stables_npc_fix
9 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
9 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
9 Months Ago
Merge from fix_computer_station_enter -> main
9 Months Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
9 Months Ago
Fix having to click on the input field after each camera you enter in computer station
9 Months Ago
Added rock_formation_huge_e
9 Months Ago
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9 Months Ago
Radtown puts down monument topology
9 Months Ago
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9 Months Ago
Update: Whole tree streaming logic is time budgetted - Right now has a budget of 1ms, controlled by UpdateBudgetMS convar - Streaming preference is given to players who have more cells left to stream This change protects us from having too many players in the streaming queue eating up all the frame budget. Tests: On craggy confirmed that streaming still completes
9 Months Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
9 Months Ago
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9 Months Ago
gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib) Make "force open main menu" warning an informational one (Community Contrib) Also make it use a localization string RPG entering water does not slow down Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
9 Months Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
9 Months Ago
Update: consolidate tree manager cell streaming - Hidden behind the Network level 2 logging Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
9 Months Ago
- Further cloud experimenting/prototyping - Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars) - Set up shader to render clouds into reflection probe - Better partial update pattern
9 Months Ago
attachments wip
9 Months Ago
Minor bounce shift to fix stray spec.
9 Months Ago
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9 Months Ago
9 Months Ago
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9 Months Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
9 Months Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
9 Months Ago
Added setlocalplayervisible client admin command
9 Months Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
9 Months Ago
Player:StripWeapons drops weapons before removing them This mimics behavior of Player:StripWeapon() Added massCenterOveride for certain physics init functions PhysicsInit PhysicsInitMultiConvex PhysicsInitConvex PhysicsFromMesh PhysicsInitBox PhysModelCreateBox doesnt reset solid parameters Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png Case sensitive include (Linux compile fix) Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called Added "use local space" to "Position Within Box Random" particle init Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
9 Months Ago
Apply the fix for Panel.Exec on SetHTML'd panels This is probably wasn't affecting this branch, but still match the code Run render.UpdateRefractTexture during halo rendering Fixes garrysmod-issues/issues/6000 Delete constraints.lua Unused file Added sbox_maxconstraints and sbox_maxropeconstraints Both default at 1000, sbox_maxconstraints is for non rope constraints only, not ALL of them. Nocollide is considered a non rope constraint now for the sake of limits. Also fixed a bug where duplicated constraints would not be able to be cleaned up via Utilities > Admin or User Cleanup player.CreateNextBot sets the bot name by player_activate event Fixes for HL1 barnacle Added SetTarget1-4 to logic_choreographed_scene/scene_entity Pull Request: Search bar in icon editor + copy to clipboard Pull Request: TTT traitor button fixes Fixed CNPC_ControllerZapBall not doing damage Consistent returns from Sandbox tool Make* functions Minor clean ups in constraint library Bump max save game size to 16M (from 3) This is Source's save system, for level transitions Implement GetPreferredCarryAngles for `ai` type SENTs Disable -nulldevice Added NPC:SetIdealSequence Fix undoing nocollide constraint not restoring collisions Adds `disable_on_remove` keyvalue to `logic_collision_pair` Adds 5th argument to constraint.Nocollide - disableOnRemove Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option Merged Pull Requests TTT: Minor updates to Turkish translations Optimized SortedPairs further Added properties.Remove( name ) Added surface.GetPanelPaintState returns a table with the following keys: * translate_x * translate_y * scissor_left * scissor_top * scissor_right * scissor_bottom * scissor_enabled
9 Months Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
9 Months Ago
Updated Meta Files
9 Months Ago
Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
9 Months Ago
merge from physics_horses
9 Months Ago
merge from main
9 Months Ago
merge from RF_optim
9 Months Ago
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