125,602 Commits over 4,171 Days - 1.25cph!

11 Months Ago
Merge: from main Tests: built all modes locally
11 Months Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Fux compile errors
11 Months Ago
server compile fix
11 Months Ago
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11 Months Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
11 Months Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
11 Months Ago
Adjusted battering ram and ballista mount positions
11 Months 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.
11 Months Ago
SimpleVehicleVisuals server compile fix
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
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11 Months Ago
Make wolf foundation jump more consistent
11 Months Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
11 Months Ago
edited shield entity positions so the shields sit correctly in the hands
11 Months Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
11 Months Ago
Battering ram player model IK setup, added placeholder steering wheel
11 Months Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
11 Months Ago
Merge from cctv_shoot_disable -> main
11 Months Ago
merge from ghost_sheet_fixes
11 Months Ago
set bike and horse mountables to animate cloth in worldspace
11 Months Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
11 Months 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.
11 Months Ago
Merge from main
11 Months Ago
Merge from gesturepack
11 Months Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
11 Months Ago
Tea items
11 Months Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
11 Months Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
11 Months 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
11 Months Ago
Merge from main
11 Months Ago
Merge: from main Tests: none (trivial merge)
11 Months Ago
Merge from corrupt_prefab_handling
11 Months 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
11 Months Ago
reduced wind shader values on GhostSheet material
11 Months 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.
11 Months Ago
Merge from main
11 Months Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
11 Months Ago
Disable deployed cameras from being disabled while shot
11 Months Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
11 Months 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
11 Months Ago
Merge from brzone-blending -> main
11 Months Ago
Prefab application & fixes.
11 Months Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
11 Months 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
11 Months Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
11 Months Ago
Merge from copypaste -> main
11 Months Ago
Fix compile errors
11 Months 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