248,600 Commits over 3,928 Days - 2.64cph!
workcart barricade damage sound
workcart sound volume tweaks
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Fix for NRE in buoyancy script
net_fakelag prints back total value to avoid confusion
Fix driving prediction errors
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
Added the Problems panel
New features to Browse > Addons and Games in Spawnmenu
New Right click options - Open on Workshop and Create Spawnlist
Both Addons and Games now reload when game content is remounted
Nicer error handling for Browse > Addons
Fixed a bug with DTree_Node when MakeFolder was called on a node whose parent is expanded, forcing the user to collapse and re-expand the parent node for the folder to populate
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Localize the "Failed to find any models for this addon" message and do not allow trying to open floating .gmas on workshop through Spawnmenu
Only save preset groups that changed
Fix blacklist case sensitivity
Added DTree_Node.OnNodeAdded & GetExpanded
Pagination does not disappear when errors happen on page 2+
For addons/dupes/saves/demos/etc
Workshop download progress UI improvements
Just minor tweaks and removal of useless arguments
Main menu tweaks for tiny screens
All the buttons now fit on tiny screens and improved the mountable games menu to hopefully prevent questions.
Added duplicate controls for NPCs to the NPC tab
This should ensure people don't miss these options.
Maintain nicer sorting for numbers in DListView column sorting
Fixes garrysmod-issues/issues/4850
Maintain nicer sorting for numbers in DListView column sorting
Added lua_dumpfonts(_menu) for debugging
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Updated Jenkinsfile
Added CampaignData.HideInEditor !skip-bake !skip-replay-tests
Fixed "A" !skip-bake !skip-replay-tests
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text
Updated Jenkinsfile !skip-bake !skip-replay-tests
Completely disable rain / snow particle effects inside train tunnel environment volumes
Throw if assets needed for old workshop plugins have been deleted
Updated Jenkinsfile !skip-bake !skip-replay-tests
Do not try to load the flushed models immediately after flushing them on map disconnect, this does not work for map embedded models which do not exist after disconnecting from a map
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
Texture compile
Remove DebugOverlay
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max depth/altitude optional value for safe zone triggers
Add Prediction.FirstTime
Run IPlayerControllable's Ticks only in Prediction.FirstTime
Create .editorconfig
More reliable IsMainThread
Local View Angles
TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted
Added Entity.PredictionStore, Entity.PredictionRestore
Added accessors to TimeSince,
Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors)
Added net_fakelag
Removing some unused shit
Update predicted vars as soon as we get them
Any entity with a predicted owner can be predicted
This was bullshit, weapons need to be predicted every tick
We don't need to ReadPredictedVars before camera update now
Prediction fixes
WriteNetworkEntities after player tick
Propertly remove net dirty entities clientside
Merge branch 'master' of sbox
TTT: Fixed an instant reload exploit (Community Contribution)
Fixed PlayerWeaponColor material proxy hack for Super Grav Gun for cases where people override the default gravity gun (Community Contribution)
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Add a IsScripted check to this hack (#1772)
Added some debug info to "%s overflowed reliable buffer" disconnect message
Added "total" count to mat_dump(textures/materials)
Properly remove unmounted (.gma) addon files from internal map so when something tries to access them we don't crash.
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
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Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Merge from network_tick_optimizations