133,409 Commits over 4,262 Days - 1.30cph!
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Cherry pick fix for low fps cannon reloads on other players
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
Added log to help debugging the deepsea portal teleport position issue
Minor cleanups
Prevent NPC animation events firing pistol weapons
* Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use.
Fix Alyx firing 357 spawning reload shells
Add more entities to protected list
* gmod_gamerules, ai_network, soundent
* instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager
* These are internal runtime singletons Lua has no business touching
StudioMDL: Make $maxverts optional
* Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file
Fixed nextbots in Source saves crashing on load
Added CNewParticleEffect.Set/GetShouldSimulate
Fixed multibone static props fast pass using garbage bone positions.
More consistent checking for protected entities
Basically more code de-duplication.
Also adds npc_barnacle_tongue_tip to protected entities list
Fix map load crashes with that one map I was sent
Adjust "Invalid value %f for -maxlightmapdim" warning
* Will now say that it is ignoring the value, and display the valid value range.
VBSP now adds extra keyvalues to worldspawn about itself
* 2 keyvalues that could be useful for debugging:
* "vbsp_version" which will contain the VBSP compile date
* "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP
Fix ManipulateBone issue
Fixed a stack overflow crash with IK_ATTACHMENT
Rework how trace whitelist works
* It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist
Added game,GetMapChangeCount
Entity:GetModel force lowercases weapon world models too
* It was already forcing lowercase on all other entities
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Added new variations to the 50cal reload
Add 5s time cap to client requesting update to mission states
Merge from client_request_mission_states
added space lr-300 store specific icon
merge from space_station_weapon_skin
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
merge from space_station_weapon_skin
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
Merge from space_station_weapon_skin
Fix warning spam on viewmodel
Male mummy wraps full body reposed
Prevent createdeepsea from running if deepsea.enabled is false
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Add null checks to various places in PlayerBoatSounds.
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
merge from deepsea_leak_fix
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents
- we have a lot more of these with boats now
naval_update -> mountedturrets_fixes (broken everything)
Merge: from triggerparentdelayedexit_optim
- Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching
Tests: hopped around the boat
Merge: from opt_triggerparent_timeslice
- Optim: reduced component accesses and added support for triggerparent.ontick timeslicing
Tests: jumped around the boat
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naval_update -> mountedturret_fixes
merge from deepsea_disabled_fix
Fixed deepsea.enable false not killing past saved deep sea
- Deep sea manager is now always created regardless of deepsea.enabled
- When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
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removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Merge from naval_update, revert oilrig scientists
Merge from revert_oildrig_scientists
Convared the distance within players wake up boat scientist AI
merge from spacestation_storepages
merge from spacestation_storepages - added media for building skin and added correct icon to sitem