134,574 Commits over 4,293 Days - 1.31cph!

3 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
3 Months Ago
added physic impact sounds for the PT boat
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
stupid pooling fix
3 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
3 Months Ago
merge from ai_vehicle_clipping_check_optim
3 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
3 Months Ago
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3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Applied prefabs. Dummy coord fixes.
3 Months Ago
Re-route setting animator states to playable animation controller
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Compile fix
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Fix margin check in wander state
3 Months Ago
Support boat debug ddraw convars on server
3 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
3 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
3 Months Ago
Disabled deep sea portals debug by default
3 Months Ago
Give a whole second before spawning scientists
3 Months Ago
merge from naval_update
3 Months Ago
merge from industrial_pipe_batching -> main
3 Months Ago
merge from npc_PlayerSyncCycle_optim
3 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
3 Months Ago
▍▋▆'▉ ▋▍▍ ▊▄▆▍▉▆▍▊▊▆▉▋▇▉▊▌▄▅▄ ▍▄▍ ▇▇█▅▊▅▄ ▉▅█▉, ▅▋▆▋ ▊▉▅▉ ▅ ▊▉▆█ ▍▊▆▌▆█ ▊▄ ▍▊▋▍ ▉▇ ▊▌▉▅▄▅▆▅▌█▄█▉.▌█▌▇▋▄▍▆▍▌▆▇▊▋▉ ▆▄ ▉▌▅▅▉ ▊▉ ██▅▆▋▋▌ ▋▋▍▌ ▊▄▇▍ ▌▉▅'▊ ▄▇▌█ █▊▍ ▋▍ - ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
3 Months Ago
merge from main -> industrial_pipe_batching
3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
3 Months Ago
merge from naval_update/deep_sea/billboards
3 Months Ago
Dont try and set navigator, we dont have one
3 Months Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
3 Months Ago
Compile fixes
3 Months Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
3 Months Ago
engine and storage audio files imported
3 Months Ago
PT boat engine sounds imported and implemented and storage imported
3 Months Ago
naval_update -> scientist_boat_fixes_3
3 Months Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
3 Months Ago
Mark ladder as static when parented to building block
3 Months Ago
bug fixes and seagulls added
3 Months Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
3 Months Ago
Material reduction and optimisation in some floating walkway kit pieces
3 Months Ago
Added repair bench to playground.player for easier skin testing
3 Months Ago
Candle Hat repose
3 Months Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
3 Months Ago
merge from playable_fixes
3 Months Ago
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type()
3 Months Ago
Folder Renaming for flare refresh.
3 Months Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds) Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Merge small fix for LuaJIT Bump system error buffer to 256 Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
3 Months Ago
Disable terrain culling by default
3 Months Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes