192,721 Commits over 4,049 Days - 1.98cph!
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Various bulb improvements.
Added an LOD1. (MeshLOD)
Include the font update in the phrase update process
Enabled xmas event
Enabled xmas tree craft
Enabled ice walls low and high
Enabled xmas portals
Enabled xmas airdrop
Enabled xmas advent calander craft
Switched Burlap Sack to xmas edition
Enabled ginger bread building skin
Enabled xmas decor at compount
Enabled xmas decor at bandit camp
Network++
Ho-Ho-Ho
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory
Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Regenerated Chinese, Korean and Japanese static fonts
Added empty dynamic fallback fonts for each of them
Cleaned up the fonts folder (without breaking the community UI this time)
Baseline of a tool generating static fonts based on localization content
Fix wolves not fleeing when damaged when their target is inside a safe zone
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Fix invis NRE when invis player is killed
More CPR on the ancient christmas lights and their weirdo shader.
Test save for Dayaan.
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
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Added support for layers and per-instance colors to the indirect instanced renderer
- added test holdtype folders (1h/2h melee, bow, lr300)
- added v4 rustplayer mask
- setup hatchet 3p anims (updated melee overide controller)
- updated hatchet.entity (removed offsets and set to attach to r_prop)
- setup 2h 3p anims (updated sword overide controller)
- updated longsword.entity (removed offsets and set to attach to r_prop)
- updated lr300.entity (removed offsets and set to attach to r_prop)
- added v4 player update loadout
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default)
When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Increase cloud atmospheric haze with TOD_Fogginess
Implement `-StaticPropSampleScale` & `-StaticPropBounce`
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Added `-softenCosine` for VRAD
Fix static prop bounce not working due to uninitialized scale
Fix branch specific compile errors
Better SocketMod_InWater gizmos
Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Texture Update for Ballista
Added bounds handles for deploy volumes as well
Clean: reduce code duplication for BasePlayer.WaterFactor
Tests: none, trivial change
Port "Fix compile errors" from main
Remove some perforce VGUI panels from builds + clean ups
More minor cleanups
Delete pointless header files
Fix some map load warnings when Portal 1, HLS are not mounted
Fix compile errors
Try to fix linux compile
Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Fixed Lua error with DTree node having 0 child elements
Fixed base Lua SWEPs not using correct localization strings
Also removed some useless strings from garrysmod_english.txt
Fixed unicode addon name display for WorkshopDL
Merged Pull Requests
* Localization support for crosshair customization
* Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags
* Optimize DLabel autostretch behavior
* Cache gamemode table for gamemode.Call and hook.Run
Updated TTT Russian localization (Community Contribution)
Improve DButton center alignment X-axis text inset handling
Fix "Invalid string command" false positive
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Indirect Instancing:
- Remove delegate callbacks to avoid allocations at all costs
- Lots of clean-up / Removed some ugly hacks
- Use proper namespace namespaces
- Use a camera component for proper resource management
- Prefix all profiler regions with "Indirect." for an easy overview
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