129,638 Commits over 4,201 Days - 1.29cph!

4 Days Ago
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
4 Days Ago
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
4 Days Ago
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4 Days Ago
wip parenting changes
4 Days Ago
Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints 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
4 Days Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
4 Days Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
4 Days Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
4 Days Ago
merge from fix_deep_sea_wipe -> naval_update
4 Days Ago
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
4 Days Ago
Fix fully global networked entities not getting killed when the deep sea wipes
4 Days Ago
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
4 Days Ago
Merge: from main
4 Days Ago
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4 Days Ago
Update(editor): AnalyticsV2 - emit session start event This is to make validating analytics on the backend easier (as this helps to form a full session) Tests: with logging enabled observed session-start being fired before player_connect for server is sent
4 Days Ago
Attack update
4 Days Ago
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4 Days Ago
Update female torso skin weights to fix neck seam
4 Days Ago
merge from shorevector_disabled_terrain_fix
4 Days Ago
rebaked Tropical 3 and 4, slope data was broken
4 Days Ago
handling disabled terrain properly in shore vector bake
4 Days Ago
Static string lights optimization / made them all one material and enabled batching
4 Days Ago
Krieg shotgun viewmodel updates - Deploy into ADS fixed - Timing of reload exit fixed - Fire anims match response time, fire rotation speed increased on cylinder
4 Days Ago
Small boat crane prop LODs and COL, prefab setup
4 Days Ago
Fix chainsaw viewmodel fx not showing up
4 Days Ago
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
4 Days Ago
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows Removed shadow casting from the static lantern via override in the medical bay tent Fixed a few small bugs in the medical bay
4 Days Ago
Removed deep sea island tree spawning code, not needed anymore
4 Days Ago
Merge from parent
4 Days Ago
merge from deep_sea
4 Days Ago
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
4 Days Ago
Update: AnalyticsV2 - add support for changing upload intervals - made RuntimeProfiler and TickLogger adjust their intervals Tests: enabled runtime profiler and changed interval - confirmed sent when expected
4 Days Ago
Update: AnalyticsV2 - restore gameplay_events upload interval Accidentally submitted while testing it yesterday Tests: none, trivial change
4 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
4 Days Ago
more bug fixes on level
4 Days Ago
merge from naval_update
4 Days Ago
merge from deep_seaa
4 Days Ago
Set tropical3 and tropical4 terrain to Terrain layers Rebaked shore vectors and S2P
4 Days Ago
Made a proper material for the sea floor of the deep sea
4 Days Ago
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4 Days Ago
prop fixes
4 Days Ago
merge from naval_update
4 Days Ago
floating city 4 bug fixes
4 Days Ago
Bugfix: AnalyticsV2 - don't spam "appended 0 bytes" when logging is enabled Tests: none, trivial change
4 Days Ago
Bugfix: AnalyticsV2 - ensure events sent at shutdown have valid steam tickets Done by pumping steam event queue while analytics thread is shutting down Tests: unit tests and ran Client mode in editor
4 Days Ago
merge from fix_boat_paste -> naval_update
4 Days Ago
Add error log indicating what entity failed to paste when exception was thrown
4 Days Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
4 Days Ago
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
4 Days Ago
Increase deep sea terrain distance from 600m -> 750m