254,390 Commits over 3,990 Days - 2.66cph!
Re-implement while node, expression reduction
Texture Update for Ballista
Added bounds handles for deploy volumes as well
Clean: reduce code duplication for BasePlayer.WaterFactor
Tests: none, trivial change
Port "Fix compile errors" from main
Remove some perforce VGUI panels from builds + clean ups
More minor cleanups
Delete pointless header files
Fix some map load warnings when Portal 1, HLS are not mounted
Fix compile errors
Try to fix linux compile
Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Fixed Lua error with DTree node having 0 child elements
Fixed base Lua SWEPs not using correct localization strings
Also removed some useless strings from garrysmod_english.txt
Fixed unicode addon name display for WorkshopDL
Merged Pull Requests
* Localization support for crosshair customization
* Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags
* Optimize DLabel autostretch behavior
* Cache gamemode table for gamemode.Call and hook.Run
Updated TTT Russian localization (Community Contribution)
Improve DButton center alignment X-axis text inset handling
Fix "Invalid string command" false positive
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Indirect Instancing:
- Remove delegate callbacks to avoid allocations at all costs
- Lots of clean-up / Removed some ugly hacks
- Use proper namespace namespaces
- Use a camera component for proper resource management
- Prefix all profiler regions with "Indirect." for an easy overview
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initial support for per-tool carving settings
- separated mask of carving modes and settings for shapes / sizes
- only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
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Fix static prop bounce not working due to uninitialized scale
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
set up v4 unarmed anims in player animator
Clean up
Move g_pResourceCompilerSystem to engine, bind CUtlBuffer
Add CResourceCompilerSystem::GenerateResourceBytes
Add resilient retry to shader cache save
Start shader writing
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Some helpers for writing node definitions
Rest of v4 unarmed anim set exports
Reorganize node definitions
vm mini crossbow rig updated also deploy and admire animation edits
Fix GraphInputParameter test
Use intermediate locals for value passing
More tests passing, simpler expression trees
Hide local player arms when mounting the ballista
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Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
Added WASD controls to ballista
This makes more sense
Gather objects
Split logic into COcclusionCullingStandard
Don't use absolute path when creating sounds from mp3s
Fixed up DoF in main menu
Rotating game hints in certain menus
updated avatar settings on a few test anims
Main menu additively opens an arena as the background
jungle ruins topologies for procmap testing, terrain blendmaps
Copy over properties when bulk creating multiple nav links
Link connection radius should be internal not private
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
Avoid loading the same includes from disk over and over again
Fix shader cache concurrency
Use shader compile context
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
Remove debug #pragma optimize statements
NavLink doc comments
Format
Tweaks, inverted ballista up animator parameter
Tpose for fingers in avatar
Update: comments
- fixed spelling mistake
- added an explanation for invalidation of cached tick state
Tests: none, trivial change