125,567 Commits over 4,171 Days - 1.25cph!

11 Days Ago
Add culling based on distance
11 Days Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
11 Days Ago
small engine blockout for modular boats
11 Days Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
11 Days Ago
Rebase on /main 🤞🏻
11 Days Ago
Optimise laser beams by moving them to jobs
11 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
11 Days Ago
PT Boat Naming Update
11 Days Ago
Merge from main
11 Days Ago
fluorescentlight userCraftable fix
11 Days Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
11 Days Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
11 Days Ago
Merge from scientist_rhib
11 Days Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
11 Days Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
11 Days Ago
More dock lighting
11 Days Ago
Deleted scientist RHIB test mesh that was causing errors.
11 Days Ago
Tweaked dock lighting
11 Days Ago
merge from naval update
11 Days Ago
some quick tweaks to prefabs, rhib and deck cranes
11 Days Ago
texture sizes for rhib crane, disabled srgb on AO maps
11 Days Ago
merge from main
11 Days Ago
merge from decor_lighting_dlc
11 Days Ago
merge from chandelier_groundwatch
11 Days Ago
merge from bag_label_update_fix
11 Days Ago
merge from bag_label_offline_fix
11 Days Ago
OrientableLight 5 power
11 Days Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
11 Days Ago
Fix update queue gc allocations
11 Days Ago
Cherry pick flashlight optimizations
11 Days Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
11 Days Ago
main -> full_drone_marketplace_fix
12 Days Ago
Fix bag labels not recognising sleeping players
12 Days Ago
Disabled placeholder surface dirt in barges
12 Days Ago
Removed third blend layer from floating walkway materials
12 Days Ago
Ensure bag label updates if you quickly swap between different bags
12 Days Ago
Some additional unique walkway pieces to improve traversal Casino progress
12 Days Ago
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
12 Days Ago
Fix incorrect vertex sum calculation Would cause StringLight batching to try and use short index space rather than standard int space.
12 Days Ago
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12 Days Ago
Fix Chandelier groundwatch not working when it moves away too far from its origin
12 Days Ago
Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
12 Days Ago
Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
12 Days Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)