243,025 Commits over 3,898 Days - 2.60cph!
Kill old bird
fix platform rotation
Revert swing
Add to options menu
- add support for the dropdown options menu to display text or a color
- will show "Random" or the color of the map marker
control group multiselect focusing
spawn starting survivors
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Added a system to slowly move and rotate siege weapon in place using physics
Enabled on catapult, ballista and siege tower
npc_spawn_on_cargo_ship_fix -> main
npc_spawn_on_cargo_ship_fix -> main
Made npc_spawn_on_cargo_ship actually do what it says it does
Humans: fixed compile errors
Clientside affordability check first
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
Markers now default to a number as their name (0,1,2,3,etc)
- can toggle behavior with `map_marker_autoname`
- can specify the default color for map marker with `map_marker_color` convar
- -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
Fix Folder Icons not being centered
Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705
https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
IsValid() wrapper for main asset browser instance
Fix path breadcrumbs not working outside of main asset browser
Pass cancelation token here
Item editing
Download item json
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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
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
Undo changes to m_OverrideSubMaterials
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
npc_combinecamera fires OnLostEnemy output
Remove unused stringtables
* GMod specific GModGameInfo
* Source's ServerMapCycle and InfoPanel, and their panels
Minor cleanups
Double `modelprecache` max size to 8k
Fix CNewParticleEffect.AddControlPoint attachment default value
No longer produces console warnings when not given an attachment name
TTT: check data_static for rearm scripts for use in workshop addons
Updated language files
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
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Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Don't hide compiled assets if no source file is available
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- More logs
- Call set tow id with detach
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources
Unify "Show In Explorer" icons in Asset Browser
Don't show Games in the Cloud Browser. Don't include in type facet
Show 'open with' dialog if we can't open a file
Set hammer material when selected (both in cloud and asset browsers)
Moving selected facet dropdown entry fetches from current facet entries rather than copying
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
- Additional Logs
- Codegen
Don't show the menu path for custom assets' file type, just the title
Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
Initial work on seeing the actual tow connection as ropes:
- Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches
- Horse now syncs the entity id of the entity its towing
- Created TowingVisuals class which creates and manages rope connections
- Uses FakePhysicsRope to connect up and simulate ropes
- Setup base prefab
- Setup catapult towing visual connection points
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Focus Gap in world units and outside the shader
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Merge: from profiling_improvements
Removes boxing allocations in Pool.Get and Pool.Free in Editor context.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge: from main
Tests: none
Fix asset icons at 16x16, centre
Use 16x16 icon for unknown files so that doesn't get cut off
Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
Update: Make Pool capacity waste tracking off by default
- Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled"
- Cleaned up implementation a smidge, left a comment explaining where the box is coming from
- "pool.print_memory_overhead" skips entries with 0 overhead
I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Fix error from API change