201,370 Commits over 4,171 Days - 2.01cph!

10 Months Ago
Merge from halloween24
10 Months Ago
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
10 Months Ago
merge from main
10 Months Ago
Optim: Preserialize the tree grid before sending to the player - Added ClientRPC overload that accepts a MemoryStream to support above - Early out of the tree streaming logic if no players are in the streaming queue Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
10 Months Ago
Merge from relationship_manager_dangling_profiler_sample_fix
10 Months Ago
Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered Prevent crashes to do with removal of world entity (another method)
10 Months Ago
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932 +1 the month in the server browser last played Iterate over Server Browser Last Played marker Also localize the string
10 Months Ago
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10 Months Ago
Refactor wolf fsm to be easier to maintain and extend
10 Months Ago
add configurable offsets for coverage and instability noise gen
10 Months Ago
per-sample fogging
10 Months Ago
Fixed halloween candies spawning inside cliffs When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
10 Months Ago
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
10 Months Ago
main -> voice_chat_cctv
10 Months Ago
Add solar panels to a work queue
10 Months Ago
update to visuals prefab pivot (temporary)
10 Months Ago
updated ram hardware models to reflect latest concept changes
10 Months Ago
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10 Months Ago
Show the current shield health with the health/hunger/vitals Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
10 Months Ago
Fix two more dangling profiler samples in relationship manager caused by early outs
10 Months Ago
battering ram update to work in progress visuals
10 Months Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
10 Months Ago
Merge: from main Tests: none
10 Months Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
10 Months Ago
wip repositioning and convar
10 Months Ago
Merge from halloween24
10 Months Ago
Also filter out murderers, scarecrows and zombies on the tutorial island
10 Months Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
10 Months Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
10 Months Ago
Added IReceivePlayerTickListener. Forward received player ticks to any listeners. WildLifeHazards can define the button press for avoiding the hazard. WildiLifeHazards receive the player tick and check for valid input. Can now succesfully avoid hazards.
10 Months Ago
WildlifeHazard can now play a sound on trigger. Hook up placeholder hissing sound for Snake wildlife hazard.
10 Months Ago
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar. Hazard effects are now triggered using this delay.
10 Months Ago
Merge from main
10 Months Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
10 Months Ago
Merge from halloween24
10 Months Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
10 Months Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
10 Months Ago
Setup reinforced wooden shield prefab
10 Months Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
10 Months Ago
Hook up deploy on 3rd person shield layer
10 Months Ago
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10 Months Ago
Tags applied to items prefabs
10 Months Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
10 Months Ago
Every item reserialized after adding era field & updating asset tags
10 Months Ago
Client compile fix
10 Months Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
10 Months Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
10 Months Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
10 Months Ago
Remove QTE specific gameplay code. Rename functions.