146,610 Commits over 4,444 Days - 1.37cph!
fixed sculptures requesting and loading sculpt data twice on load
Fixed clipping of halterneck hide with underwear and swimwear. Updated .fbx and prefabs
Added the custom tone mapping calculations to the color LUT pass in RRP
set dressing progress in floor 3 and 4, basement somewhat complete
merge from female_holster_offset
merge from discord_plushie
merge from saveloadout_popup_fix
merge from keybindresetbutton_fix
merge from shiny_hair_lods_fix
merge from premiumtag_mask_fix
merge from glove_workshop_icon_fix
Add ability to store a toast to play when a player reconnects, can be stored for players that aren't active on the server (See BasePlayer.RecordToastToPlayOnReconnect)
WIll send all of the toasts after the player reconnects and wakes up (10s intervals if multiple have been queued)
A player will now be notified when they reconnect if a shop they owned closed while they were offline
Add rentableshop.closenearestshop convar
Add a toast if your shop is closed
Make terrain holes RRP compatible
Make separate depth only shader path for terrain
Add GeometryClipmapTerrainDepthPrepassRendererFeature
Add TerrainHoleRendererFeature
Set terrain depth pass lightmode to none
Don't apply lerp if we're slowing down
Fixed sprint anim being played over reload
Added some lerping to speed animation so it blends back in a bit nicer after reloadiang while sprinting
Snap the player out of the sprint animation if they attack (and for one second afterwards)
Fixed speed not being applied when playing PlayCinematic
Added support for weight on the react layer, disabled for now as we likely need updated react anims for the blend to work nicely
Added 25 frame versions of the snowmobile cardinal direction drive anims so we can match the react duration
Reduced the sensitivity of the react trigger on bikes as they were sometimes triggering it too much in low frame rate
Fixed no right axis input in animator controller
Fixed player not rotating properly when mounted to a horse (or any mount that uses the vehicle_aim_yaw system) and equipping a torch
Fixed vehicle_aim_yaw not lerping properly, has been broken for a few months
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing
Doesn't seem useful but also feels like it should be allowed
Add a stripped back procedural map for testing all maintained monuments
Scenes->Dev->Maintained Monuments Procedural Map
Allow ladders to be deployable on powerline poles
Rebuild manifest
Top floor dressing pass
Mesh decal pass on the top floor
Minor fixes
* weapon_flechettegun.lua cleanup
* npc_hunter & env_spritetrail save restore fix due to double curtime changes
Enable phys_slideconstraint notifications
Mark g_debug_* as cheats consistently
Remove player_limit_jump_speed (unused)
64bit saverestore fixes
Fixed npc_turret_floor dying multiple times when shot
Added cam.GetProjectionMatrix and cam.GetViewMatrix
Minor cleanups
* Get rid of GMOD_Player::PlayStepSound (pointless override)
Fix prop_effect not being affected by color tool's alpha setting
Minor changes
* Micro optimizations for footstep sound playing
Fix SuperDOF tiling with poster (will still be blurry as it just stretches the texture)
* Also fixed SuperDOF result texture not rendering while main menu is open
Automate Lua IMaterial refcounting
* Push_IMaterial ups the refcount, not each individual Lua binding. Now works exactly like ITexture bindings do.
Stop some pointless materials being loaded on game start up
* Delete CHudVoiceSelfStatus
* Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
- Setup a seperate file for demo compatability rather than dumping it manifest
- Only store deprecated strings for 120 days from generation (roughly 4 updates, this will need tweaked)
Demo compatability layer
This will allow us to run older demos on newer versions of the game without breaking references in between.
Before:
- If you changed the name of an object it would break all demos before it.
- If an RPC changed name it would break all demos before it
Now: we can optionally cache all of the old names + hashes of objects and RPCs during each manifest build then on playback we can check for missing ones to fill in the blanks.
Won't be a silver bullet but should prevent simple issues from destroying demos
Fixes masking issues with premium tags in the server browser (UIEffect didnt support SoftMask)
Colored player name and date on ban notifications
Fix spawngrid only accepting integer spacing
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc.
- Found and fixed two more (small) pool leaks
Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free.
- Updated the analyzer to correctly catch this edge case, added some tests to confirm
Reworked the reload after anims changes
Remove MenuOption thing I was testing
Enable position on mailbox slide entity
Text expands if the icon link is disabled
Clearing anim polish
Modify EntityItem_RotateWhenOn to also support moving position
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
Make entity version of apartment mailbox + relevant code
Rotated dart animations to be facing the correct direction
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering
Disable biome layer on the number materials, did not appear to be doing anything