248,616 Commits over 3,928 Days - 2.64cph!
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
Show file name + extension
Show asset name if only deleting one asset
https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
Increase Step Height
ClimbingAbility working with new controller
Fix DiveAbility and more climbing issues
report_copy_steamid -> main
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
The wolf can now lie down or scratch its ears instead of just standing still
Optim: Avoid expensive reserializations when trees de-/spawn
- Controlled by TreeManager.UseLazySerialization, enabled by default
- Tracked by LazyUpdate scopes
- Simplifies some profiling scope names
- Added OnTreeDestroyed profiling scope
This should save us 0.25ms per cell reserialization on larger worlds.
Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
Sensible defaults and final tweaks
Battering ram constructable prefab and item setup
Fixed missing animator
Fix editing method bodies from outside component editor
Add era convar
Restrict items showing up in crafting menu depending on era
Work on era editor window to change item era easily (WIP because implemented on laptop)
Add tags to a bunch of items & assign era to a bunch of obvious items
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive()
Add jsoncpp so we can read/write json properly without fucking around with kv3
Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner
Clean up MapView tick and scene render list
Hammer sync managed gizmo selections with native selection set (authoritative)
Play particle effect when repositioning.
Hook up placeholder effect.
Add generic TAA filter to Motion.hlsl
Display "Everything" / "Recents" in address bar when those are active
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
CCTV Cameras can now hear in game voice feeds
- GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough
- Extra connections added to ConnectionsInSphereList as normal
renamed some player update animation fbx's
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Fix FindItemsThatStartWith
Reverted catapult's textures meta unwanted changes in
106265
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
adjusted metal_trim_rust_01 mat
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
Updated FGD files
Minor cleanups
nav_blocked event
Last Played iteration in server browser
Optim: Preserialize the tree grid before sending to the player
- Added ClientRPC overload that accepts a MemoryStream to support above
- Early out of the tree streaming logic if no players are in the streaming queue
Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m
Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
Merge from relationship_manager_dangling_profiler_sample_fix
Import PhysicsCharacter from scenestaging
Initial Implementation of Physics Controller. Got the player moving and Abilities (mostly) working, just need to port Ability-s to BaseMove-s
Delete -vpfix from studiomdl.exe
Has unwanted sideeffects
StudioMDL: Fix models with more than 65k vertices breaking up
Merged some changes from CS:GO's studiomdl
Add support for BONE_HAS_SAVEFRAME_ROT32
Fixed animations from newer mdl versions not playing in GMod
Move default console position to the left a bit
So it does not obstruct certain UI elements by default
Fix "nav_blocked" event not being registered
Prevent crashes to do with removal of world entity (another method)
Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
+1 the month in the server browser last played
Iterate over Server Browser Last Played marker
Also localize the string
Refactor wolf fsm to be easier to maintain and extend
add configurable offsets for coverage and instability noise gen
Fixed halloween candies spawning inside cliffs
When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
More docstring elements
https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png
Courtesy of bringing my laptop on some long train journeys this weekend