136,377 Commits over 4,324 Days - 1.31cph!

1 Year Ago
Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
1 Year Ago
Added debug.dofExposerForceDisable
1 Year Ago
Fix demo button appearing if player has no demo folder
1 Year Ago
Less horizontal frustum shift on the torch holder fire vertical billboard.
1 Year Ago
Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
1 Year Ago
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1 Year Ago
Remove PromptsPrefab
1 Year Ago
Build fix
1 Year Ago
Mark the fields as non-serialized instead, should break less stuff
1 Year Ago
Compile fix
1 Year Ago
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway Should resolve the serialization error on server boot
1 Year Ago
- Properly clamp mapped entry - Couple more safety checks
1 Year Ago
Restore siege weapons research costs
1 Year Ago
merge from batteringramdoor_nre_fix
1 Year Ago
merge from highwalls_recipe_fix
1 Year Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
1 Year Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
1 Year Ago
Duplicated and null ingredients ItemDefiniton tests
1 Year Ago
Fixed ice high wall double ingredients
1 Year Ago
merge from highwalls_recipe_fix
1 Year Ago
1 Year Ago
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1 Year Ago
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1 Year Ago
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
1 Year Ago
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
1 Year Ago
Added Player:ExitLadder Remove unintended/possibly breaking changes
1 Year Ago
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
1 Year Ago
Codegen/manifest to get bet branch working again
1 Year Ago
Phrase update
1 Year Ago
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1 Year Ago
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1 Year Ago
Clean: fixing profiling scope name Tests: none, trivial change
1 Year Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
1 Year Ago
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
1 Year Ago
Prevent tigers from being too easily stunlocked by fast firing weapons
1 Year Ago
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
1 Year Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
1 Year Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
1 Year Ago
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1 Year Ago
Beehive now stings you if you take honeycomb
1 Year Ago
exported tiger vm kill and run hit additive anims
1 Year Ago
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
1 Year Ago
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1 Year Ago
Update RapidJSON to the latest version Improve JSON function compliance with the JSON spec util.TableToJSON - math.huge keys now become "Infinity" instead of "inf" util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument Minor optimization for util.TableToJSON make lua_run entity keyvalues case insensitive Call Entity:SetCreator on all Sandbox spawned entities Allow comments and trailing commas in JSON parsing Fixed Lua error when gmod_cameraprop and entity driving Added util.RemoveDecalsAt Added 4th argument to util.RemoveDecalAt - remove permanent decals Hammer: Fixed empty buttons appearing in Entity Properties When no entity has ever been selected in the session, and Alt+Enter are pressed Also some minor visual adjustments Improve handling of Spawnmenu category localizations Preserve alphabetical sorting Updated localization files Added 2nd argument to CompileFile - showError Minor code cleanups
1 Year Ago
Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts Fixed some compile warnings more warning fixes Fixed max player speed not being set in a certain case When holding your +wal slow walking key, and Player:setCanWalk being set to false Pull Request: Removing deprecated calls to AddControl Remove redundant arguments given to CPanel:NumSlider Fixed console warning when opening Options menu Warning about missing vgui/crosshair_bg
1 Year Ago
Fixed compile errors on Linux due to leftover debug code
1 Year Ago
Hammer & Other tools mount addons/ by default FIxed VBSP crashing with missing VVDs Models that are renamed after compile, which ends up pointing to the wrong .vvd Also just missing VVDs. Also fixed it using incorrect VVD path in the first place. VBSP: Increase usefulness of "Occluder straddles multiple areas" warning Added HammerID for entities in Hammer's selection status bar Fixed VRAD crashes due to missing VVD files Fixed map compile tool output formatting to do with threads Make the output more consistent when using built-in compile window or 3rd party tools, and makes it more readable. Fixed -console no longer bringing console to front on launch Added new Bloom preset Remove duplicate "missing material" output from VBSP Do not unexpectedly reduce MaxHealth on dead entities VRAD: Fixed a memory corruption issue with static prop lightmaps Fixed "radius" in "Position Along Ring" being clamped to above 0 Fixed Tool MdlPicker causing console warnings Set default MdlPicker output folder to game folder, not C:/ Hide "Generate Backpack Icons" button in MdlPicker Fixed "Clean Undo History" not working in PET Fixed panel/memory leak with particle picker previews Disable hack for Intel GPUs disabling SM3 Actually implement undo limit in tools (Particle Editor) Set Undo Limit for Particle Editor to 512 Play `act` animations on the server, and fill in concommand help Fill in some gmod specific convar descriptions FIxed a crash with VMTPicker (-tools) Fixed new console warning on start up to do with skill cvar
1 Year Ago
Fixed CEF not calling OnChildViewCreated for MMB clicks Fixed new console warning on start up to do with skill cvar
1 Year Ago
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