198,711 Commits over 4,140 Days - 2.00cph!
whitespace consistency pass
Only build 32bit binaries for 32 bit Linux builds (dependencies)
Unhide AIN loading errors from developer 1, make them warnings
Move map.pack to cache/map_pack.bsp
Since its a temp file that doesn't need to pile up in the root folder
Disable 360.ain loading for preload
Not sure if this code even runs, but just disable it
Force mount HL2 episodic content on SRCDS
Prevents "missing particle" warnings on start up
add brightness/contrast controls for night sky
whitespace consistency pass
Only build 32bit binaries for 32 bit Linux builds (dependencies)
Unhide AIN loading errors from developer 1, make them warnings
Move map.pack to cache/map_pack.bsp
Since its a temp file that doesn't need to pile up in the root folder
Disable 360.ain loading for preload
Not sure if this code even runs, but just disable it
Force mount HL2 episodic content on SRCDS
Prevents "missing particle" warnings on start up
Gesture menu fixes and polish
Changed UIInvisOverlay to inherit from SingletonComponent
- Performed in-editor functionality testing
- Performed compile error checking
Set home page as on by default
Fixed squished store and inventory views
floating city barge lods, collision
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately.
- Performed in-editor functionality testing
- Performed compile error checking
Rewire shockbyte
Fix session page not working after design changes
Fix shockbyte buy button after design changes
Merge from trimmed_asset_warmup/scene_warmup
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
NRE fixes when camera or sky are destroyed on scene unload
Added editor convars to lock/unlock gestures
Added IAnchorable, implemented for PlayerBoat.
Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
Resize information grid on max items in column
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it
Apply LastLODCollider to a few models
▇▆█▊▋▉▇▋▍ ▍▆▅▋▇ ▉█▊▌▍▇▉▊█▍▌▊▋ ▇▄▉▄ ▉▊▇ ▇▍▅▅▄ ▇▆▆▍▋▄▇ ▆▊ ▍▊▋▉▌ █▇▋ ▌█▌▄▋▍▋█▌▊██ ▍▉▆█▋▊▄
Electric Table Lamp - Blockout, initial prefab setup
▇▊▄▆ ▌▋█▋▋▅▋▉█ ▆▅▅▋▊ ▍▉▇▅ ▄▆▊█▄ ▅█▍▆▄▌▇▊ ▌▉▋▋▅▋▋
Buoyancy flow force can be disabled per instance.
Brought back videos to the home screen
Setup backing images that turn on and off with blur etc when you move from home to play and vice versa
Implement new loading screen UI and warning message
Store URL navigation support
Updated gesture icons resolution
Gesture menu progress
- Layout and style update
- Locked gestures are spawned at the bottom of the list, with a button to jump in the store
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning.
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4
- Makes use of new ITurretNotify code interface methods
- Non-autoturret (player-held) functionality remains unchanged
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
- Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
Add movement speed to armor information
Fix modal positioning on play page
Setup dropdowns on each tab group
Animations on dropdown
Prevent server browser soft mask fade from hiding a part of the regular scroll box view
Fixed scrollview content pushing filter to the middle of the screen when drop downs are closed
Prevent soft mask fade from hiding a part of the regular scroll box view
Recreate server browser tab groups as prefabs
added batched water tracing and various supporting features
- GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually
- NativeArray/NativeList expansion can optionally use power of two expansion
- Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now
- Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
Cleanups / warning fixes
Removes hud_centerid and hud_showtargetid which were unused.
Added Counter-Strike: Source content to Garry's Mod
Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted.
The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps.
Adding Half-Life 2 Episodic content as fallbacks
Again, no voice over or music, but models, materials and sound shipped.
Remove sw.vtx from CSS vpk
Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
host a server modal styling
Server browser filter section now starts at the top of the filters
ghost ship interior progress
Fix search bar close button being offset to the right when clicking
Fixed the refresh buttons pixot being offset
pilot hazmat pack sitem and skins , placeholder prefabs for skinned items
Added Medical Trolley Prop Prefab, Textures and Models
Setup Medical Trolley Prop Materials, LODS and Colliders
Change UI sounds and fix NRE when deployed in third person
Add Lowered property for anchor.
Raise/lower radial interactions.
Basic cancelling out of thrust when anchored.