198,627 Commits over 4,140 Days - 2.00cph!
MenuUI - support for Ultrawide, 16x9 and 4x3
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Fix lights.rad being broken again
Reset pools and fix evil runtime fields on scriptable objects.
- Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
Fix SteamId copying button on streamer mode
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene
Tests: ran the scene
Update: add benchmark timer to SoundManager
- replace magic values for timers with named consts
It's chonky, so tracking it as well.
Tests: ran the scene
Updated test save with a couple of larger built boats, including cannons.
Update: add benchmark timers to Projectile.Update and BatchUpdate
Tests: ran the scene in editor, saw output
Improved store search bar results
Some refactoring to better support steam DLCs
Fixed search bar styling
Revert
125318, try it again later
Update: Rewrite BenchmarkTimer to allow for accumulating time
- Renamed API to make it clearer
Tests: measured against a stopwatch in bootstrap loading
Update "AI node graph is out of date" warning to include version number
Move "Soundscape: " message to soundscape_debug 1
Clean up g_SBoxObjects when entities get deleted
Also fixed Player:GetCount not updating after rejoin on entity delete (undo)
Merge Pull Requests
* Fixed SWEP info tooltip overlap during fade out (Community Contribution)
* lights.rad: episodic additions Enhancement (Community Contribution)
Disable sv_parallel_sendsnapshot by default
Apparently still causes random issues that need solving first.
Fixed crash when using `-hijack`
Fix some compile warnings
Merge Pull Requests
* Localize old spawnmenu categories for addon added entities
* Disable mouse3/4/5 input on DAdjustableModelPanel
Update dedicated server UI
Added workshop collection entry box, gamemode selection and remove mandatory RCON password
Replace Steam icon in SRCDS UI with gmod one
Disable SRCDS UI loading some animation images that dont exist
the pane ls always hidden anyway
Manually copy over t_leet.vtf because GIT is being an ass
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
removed shadow lod script from male mummywraps underwear prefabs
Very placeholder initial cannon firing
Added parameter to Tooltips for standardized popup time-delay options
Add proper widescreen support for new menu (caps UI to 16x9 on widescreen)
moved most of HitTest generation to a transform job
Compass 3rd person anim updates
Settings, sidebar and flex search
Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic
Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented.
Tests: ran the scene in editor
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More static objects found in safezones that no longer flag attackers as hostile:
Door and chair variants, sofa, elevator, phonebooth, refinery, slot machine, card table, blackjack table, more npc vending machines, toilet, mission container, shop front, big wheel, food crate.
Reimplemented server favouriting
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
Allow setting labels to explicitly mark single meshes as read/write enabled
Clean up new loading status indicators
Bugfix: DemoBuildingsViewer - fix missing walls
- Manually pre-process prefabs to get around editor skipping preprocessing
- Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs
- Gather building entities from all keyframes
Tests: loaded biggest base from my cleint demo - matches how demo renders it
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary
lock.key.item description update
further batched projectile improvemenets
- jobified position/rotation writeback, 10x faster
- adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements
Tests: all projectile tests passing
Improve no build zone visual by adding a ring that gets brighter as you get close to it at any height.
Fixed pack showcace background fading in even when packs are disabled
Generic Pageheader component
demos styling, needs fixes
Hitting the following static objects no longer flag the player as hostile bbq chair, drumkit, hobo barrel, vending matchines, water catcher, workbench 1, xylophone, clan table, repair bench, food crate 1 and 2, crate basic, mine cart, food crate normal, medical crate, underwater crates
Play demos overlay foundations
Switch to RGBAFloat for fog images, looks better and matches the data we're using in the jobs. Still broken after loading though
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Anchoring a boat delays the long-range drifting to shore mechanic.
Raising anchor clears the delay.
Added PlayerBoat.AnchoredDriftDelaySeconds convar, initially set to 6 hours.