133,456 Commits over 4,262 Days - 1.30cph!

Extra MoutedWeapon profiling
Today
merge from main
Today
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
Today
Added log to help debugging the deepsea portal teleport position issue
Today
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
Today
Added new variations to the 50cal reload
Add 5s time cap to client requesting update to mission states
Merge from client_request_mission_states
Today
Merge from naval_update
Today
merge from main
Today
added space lr-300 store specific icon
Today
merge from space_station_weapon_skin
Today
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
Today
ironsight target tweak
Today
merge from space_station_weapon_skin
Today
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
Today
Male mummy wraps full body reposed
Today
Prevent createdeepsea from running if deepsea.enabled is false
Today
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.
Today
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Today
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Today
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Today
Add null checks to various places in PlayerBoatSounds.
Today
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
Today
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
Today
merge from deepsea_leak_fix
Today
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)
Today
Merge from naval_update
Today
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
Today
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
Today
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naval_update -> mountedturret_fixes
Today
merge from deepsea_disabled_fix
Today
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
Today
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Today
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Today
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Today
fixed skinning issues
Today
Merge from naval_update, revert oilrig scientists
Today
Merge from revert_oildrig_scientists
Today
Convared the distance within players wake up boat scientist AI
Today
merge from spacestation_storepages
Today
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Today
Use old scientists on both oilrigs
Today
ai.npc_spawn_on_deep_sea_islands default to false
Today
Added Water Bucket Refresh Viewmodel and Worldmodel