130,733 Commits over 4,232 Days - 1.29cph!

Today
updated prefab scale and added positonal offset
Today
Implement fuse for cannon firing
Today
boombox anim updates
Pull towards the centre the further out the boats are in the deepsea
Today
audio files import and floating walkway audio set up
Yesterday
Updated model for tactical gloves
Yesterday
merge from Minifridge_IndustrialAdapter
Yesterday
Jacket snow repose
Yesterday
Lowered the industrial adapter socket so its not floating above the fridge when deployed
Yesterday
merge from naval_update
Yesterday
Merge from parent
Yesterday
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Yesterday
prefab update
Yesterday
prefab update
Yesterday
Avoid AI mounted weapon controller sometimes targetting other NPCs
Yesterday
- Add boat ai avoidance volumes to tropical 1-4 - S2P
Yesterday
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
Yesterday
building planner texture update with new graphics
Yesterday
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
Yesterday
naval_update -> scientist_boat_ai_improvements_3
Yesterday
turret_head_animations -> naval_update
Yesterday
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Yesterday
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Yesterday
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Yesterday
Merge: from main
Yesterday
Adjust rhib scientists HP
Yesterday
More oil rig boat ai avoidance layer adjustments
Yesterday
Update to rear 50cal character position + timing changes on front 50cal weapon anims
Yesterday
rocket launcher rpg despawn set
Yesterday
Fixed some indirect lighting issues with the lit shader in RRP
Yesterday
delete phantom minifridge icon in root
Yesterday
fixed animated camera issues
Yesterday
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
Yesterday
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
Yesterday
merge from cargo_egress_fix
Yesterday
Fixed cargo still able to go through oil rig when egressing
Yesterday
bug fix's for a selection of player update 3p animations
Yesterday
Remove scrap cost from io table to bring in-line with workbench
Yesterday
Update FGD files * MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman * Cleanup trailing whitespace Fix another infinite loop on disconnect
Yesterday
Update FGD files * MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman * Cleanup trailing whitespace Fix another infinite loop on disconnect
Yesterday
Clatter helmet repose
Yesterday
merge from green_hazmat Steamunlock - todo
Yesterday
Texture size optimization.
Yesterday
Merging main branch to fpbuild_jenkins
Yesterday
Prevent player's view ROLL from being changed by bad actor maps * Either by spawning or teleporting the player Another malicious map prevention Do not rebuild node graph for workshop maps Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded Prevent unexpected disconnection when using gm_load on a server NULLLLL chex Make certain NPCs appear in killfeed * Helicopter, Combine Ceiling Turret and Camera and Antlion Grub Fix inverted null check from yesterday Fixed regression with clientside entity removal Fixed -tools spamming about "Too many popups!" when its not so * It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014. Fixed spritecard orientation 3 not rendering at all Unify how entities are removed Apply proposed fix for CModelLoader::Studio_ReloadModels garrysmod-issues/issues/6467 Fixed crashes to do with IK certain models Fixed an infinite loop on map unload
Yesterday
constraint library - rope material shader whitelist changes * Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!) Potential crash fixes Minor cleanups * Remove dummy functions in CLuaGameSystem Remove obsolete/undocumented/useless panel types from vgui.Create * Also duplicate entries for RichText and SpawnIcon Fixed asset://mapimage/ using wrong mime type Fixed a exit game crash to do with multirun * GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL Fix potential issues with networking code * Investigating "GetEntServerClass failed" error Fix menu not working in browser due to recent changes Adjust spawnmenu HTML tabs colors and padding * Make the blue color darker, consistent with main menu * Make the save button have better contrast when hovered * Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box * Removed unused CSS classes (.btn-back) Add hover/active states to some button classes in main menu * Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc. Merged Pull Requests (Community Contributions) * Menu: New Game checkboxes cleanup * Menu: Improve modals on Addons page * Menu: Optimise favourite map handling * Menu: Optimise 'ng-tranny' translation module Copy over changes to ReadPreserveEnt from CS:GO Cleaned up Panel.h Minor cleanups for gmod stuff in c_baseentity.h Try a fix for "GetEntServerClass failed for ent 1" Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients) Add newline to "BroadcastMessage" console message
Yesterday
Profiling
Yesterday
Turn some DevMsg to DevWarnings * has an invalid spotlight * Warning, funcladder with block * --- Host_NewGame --- Properly prevent damage-inducing view punch from falldamage * It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway. correct units in ToString of GMod_StC and CtS net messages * Now shows bytes correctly Adjust formatting of lua_dumptimers Adjust formatting of `lua_find(_jooks)` output Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs * Fixes swimming animations for the hold type not working correctly weapon_base also retargets ACT_MP_SWIM_IDLE Remove non existent key-values from env_smoketrail in FGD Update weapon_physgun.txt * Remove references to Pistol Refix SMG1 grenade smoke * For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected. Fixed SWEP autorefresh integration with spawnmenu Validate inputs to sound.Generate Fixed exit game crash to do with procedural sounds Some minor changes from TF2 SDK * Fixed some theoretical memory leaks with keyvalues * CMDLPanel pose parameter fix (PR from SDK repo) * `firstperson` disables `camortho` (PR) * ESC closes chat box even if the text entry for the message is not focused (PR)
Yesterday
Merge: from spectate_dontfloodsnapshots - Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
Yesterday
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends