243,913 Commits over 3,898 Days - 2.61cph!
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
Greatly improved rocking chair handling
Fix VRCompositorError_SharedTexturesNotSupported on dx11
added rifle pose, set lr 300 to use in overide controller
Merged Pull Requests
gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files.
Added zi_ maps to Team Fortress 2 category
Merged Pull Requests
Added ents.Iterator and player.Iterator
Added string.CardinalToOrdinal
Store camera state in sceneeditorsession, so we can have a different camera position per scene
Fix error when saving a scene with no path
Add string.CardinalToOrdinal (#1509)
This would be a useful function to have for anyone who would want to use it.
Example:
`print( string.CardinalToOrdinal( 111 ) )`
Output:
`111th`
Yes `STNDRD` exists, but it has a stupid name.
Initial compositor submit, Vulkan only for now
Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
Poll events & get poses correctly
Check error inside PollEvents
Clear first draw
Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`)
https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png
Submit & impl submit for DX11
oops obviously the assetsystem can be null from other contexts
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
Port over shadow controller
Fixed Infinity/NaN related errors
▍▉▉▌▉▊▉ ▇▋▇▉▇▇▅ ▋▋▅▋▍▄▊ ▌▊█▌▆█ █▌▋▉▋▄█▋ ▋▍▊▄ █▆▍ ▆▅▋ ▊▆▌ ▄▌▊▍▄▋▅▄▍▅ ▍▇▅▄▉▄ ▋▌▆▌█▄▌▉
Add ents/player iterators (#1731)
Adds iterators for entities and players which are read-only and cached. The main benefit to this is performance; crossing over from Lua to C and back every function call is slow and creates a new table each call.
Closes Facepunch/garrysmod-requests/issues/738.
Examples of use:
```
for i, p in player.Iterator() do
print(p)
end
for i, e in ents.Iterator() do
if e:GetClass() == "prop_physics" then e:Remove() end
end
```
Per-binding display info and node kind
WIP MethodCallNodeDefinition
Update Team Fortress 2 map categories (#2017)
The Scream Fortress update came along, and with it a new map category, zi_. This commit makes the "other" category empty again by adding it.
Fixed buffer reallocation
fixes #34
Reduced buffer reallocation.
Use Bootil's AutoBuffer
Style fixes
Merge pull request #46 from RaphaelIT7/patch-1
Reduced buffer reallocation
Leaderboard backup, run #6635
sealed walls conditional corners from the top for better visuals
Assigned rock surface type consistently across all stone tier and stone tier skins instead of stone surface type
fixed some brick roofs not casting shadows
Turn on volumetric fog on the editor scenecamera
Hash fog volumes and update clipmaps when they change
Add DecalComponent.TintColor
https://files.facepunch.com/tony/1b1311b1/sbox_jQtrA8ls2t.mp4
Dracula mask uses woodenhelmet hair deform settings
Add DecalComponent - but needs a better way to translate decal, setting its transform doesn't work as expected
https://files.facepunch.com/tony/1b1311b1/sbox_ocEkCIQAYv.png
Add Decal.Place( SceneWorld, ... )
Assigned corrent renderer lod references in Dracula Cape/Ghost Sheet wearables
Ghost sheet no longer hides legs in first person
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
merge from metaldetector (easier than updating 2 year old branch)
WantedPoster server compile fix
Switched dungeons from Xmas themed to Halloween
merge from single_item_wrs
Remaining item configs.
Scene.
Save.
merge from threadsafe_protobuf
reapplying threadsafe_protobuf
merge from fix_team_invite_clientside