124,949 Commits over 4,171 Days - 1.25cph!

6 Days Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
6 Days Ago
More dock lighting
6 Days Ago
Deleted scientist RHIB test mesh that was causing errors.
6 Days Ago
Tweaked dock lighting
6 Days Ago
merge from naval update
6 Days Ago
some quick tweaks to prefabs, rhib and deck cranes
6 Days Ago
texture sizes for rhib crane, disabled srgb on AO maps
6 Days Ago
merge from main
6 Days Ago
merge from decor_lighting_dlc
6 Days Ago
merge from chandelier_groundwatch
6 Days Ago
merge from bag_label_update_fix
6 Days Ago
merge from bag_label_offline_fix
6 Days Ago
OrientableLight 5 power
6 Days Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
6 Days Ago
Fix update queue gc allocations
6 Days Ago
Cherry pick flashlight optimizations
6 Days Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
6 Days Ago
main -> full_drone_marketplace_fix
6 Days Ago
Fix bag labels not recognising sleeping players
6 Days Ago
Disabled placeholder surface dirt in barges
6 Days Ago
Removed third blend layer from floating walkway materials
6 Days Ago
Ensure bag label updates if you quickly swap between different bags
6 Days Ago
Some additional unique walkway pieces to improve traversal Casino progress
6 Days Ago
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
6 Days Ago
Fix incorrect vertex sum calculation Would cause StringLight batching to try and use short index space rather than standard int space.
6 Days Ago
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6 Days Ago
Fix Chandelier groundwatch not working when it moves away too far from its origin
6 Days Ago
Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
6 Days Ago
Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
6 Days Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
6 Days Ago
Merge: from steamworks_posix_fix - Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll Tests: Built server standalone for Windows and Linux from Windows
6 Days Ago
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders. - Linux got renamed to LinxuEditor and is only loaded for editor This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested. Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
6 Days Ago
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers. 1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png 2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
6 Days Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
6 Days Ago
Merge: from main
6 Days Ago
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
6 Days Ago
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6 Days Ago
security tower mesh split and volume fixes
6 Days Ago
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6 Days Ago
Fixes to get things working again
6 Days Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
6 Days Ago
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6 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
6 Days Ago
updated exhibit decor pack steam icon