239,364 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Fixed incorrect rotations on pipe meshes Converted prefabs to mesh LOD
4 Months Ago
fix for "Unable to parse file Assets/Prefabs/Building Core/foundation/foundation.prefab: [Parser Failure at line 2179: Expected closing '}']"
4 Months Ago
Moved wire slack calculation to job system, wip
4 Months Ago
merge from nexus
4 Months Ago
merge from fix_queueskip
4 Months Ago
merge from fix_staging_client_analytics
4 Months Ago
merge from fix_runtime_profiling_hook
4 Months Ago
Write specs to seperate file, print paths to console
4 Months Ago
Populate GridScene on OnLoad Add GpuFrametime, Warmup time
4 Months Ago
Report GpuFrametime in PerformanceStats
4 Months Ago
Map changes
4 Months Ago
Fixed a bunch of possible crashes with Vehicles pre-spawn Afternative fix for timers during timing out Alternative fix for Entity:FollowBone
4 Months Ago
Fixed a bunch of possible crashes with Vehicles pre-spawn Afternative fix for timers during timing out Alternative fix for Entity:FollowBone
4 Months Ago
Try catch serialization so 1 error doesn't stop the entire thing from working
4 Months Ago
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client) - move hooks from UpdaetHandler -> UnityHookHandler - ensure hooks get created in bootstrap
4 Months Ago
vehicle dev meshes standard car addition
4 Months Ago
Some fixes + swap all instances of using Query=true with a change callback attribute
4 Months Ago
Fix restitution not combining
4 Months Ago
Localise travelling vendor
4 Months Ago
Added various resources and materials
4 Months Ago
Fix reserved slots not being added to list when created
4 Months Ago
Flush network updates before send RPCs (#1594) * Flush network updates before send RPCs * Keep track of potential pending network updates to flush for RPCs * Make sure to unregister for update after sending * Add some documentation
4 Months Ago
Add some documentation
4 Months Ago
Added 20 weapons to travelling vendors orders
4 Months Ago
For damage, pass hitbox tags instead of passing isHeadshot
4 Months Ago
Show infinity instead of nothing for ammo Fixed not being able to buy at game start, pre-round start
4 Months Ago
Added setting to show display names rather than shortname
4 Months Ago
Re-enabled IsDynamic on all objects that need it on Cargoship prefab Removed an old scene as a precaution against overwriting cargoship prefab with older content
4 Months Ago
Work In progress - improved median denoise, Code changed for median filter.
4 Months Ago
Fixed editor entry not being marked as dirty
4 Months Ago
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
4 Months Ago
NPC Vending Order now colours entries according to rarity
4 Months Ago
View bob is a range from 0 to 100 instead of 0 to 1
4 Months Ago
Imported Double and Single Residential Bed Props Added Textures and Materials for Residential Beds Setup Residential Bed Prefabs, Colliders and LODS
4 Months Ago
Merge main
4 Months Ago
Map progress
4 Months Ago
Add MapInstance.Bounds to get world bounds of the map
4 Months Ago
Added fall damage
4 Months Ago
Re-enabled IsDynamic on all objects that need it on Giant Excavator
4 Months Ago
some optimizations on icicles set prefabs
4 Months Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again Fixed crashes when point_template is used improperly Expose steamworks.GetList/FileInfo to serverside Kleiner model with merged animations Vortigaunt models with merged animations Include Episode 2 floor turret models for its skins & gibs Enable Episodic behaviors for vortigaunts Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes Episode 1 wake up fix Fixed UnmountServerAddons not working without gmod_unload_test Change where clientside think is called from This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems: * timers * HTTP requests * async file reads * net messages Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server. Fix filesystem not being able to seek above 2GB in a file Error out and do not mount addons over 4GB Everything under should work with previous commit. Block servers from modifying fov_desired Warning on model scales of 0 or below Fixed gibs clientside not initializing their scale to 1
4 Months Ago
Add viewbob client setting
4 Months Ago
some more prefabs converted to MeshLOD
4 Months Ago
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4 Months Ago
EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID) Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled Fix clicking a TextEntry sometimes setting invalid caret pos Load model from keyvalues before setting error.mdl on anim SENTs Ignore \n in player names too Move certain "hexed" models to fallbacks VPK Fixed env_zoom not working sometimes, and not undoing itself on removal Include modified Alyx models that include animations from episodes Get rid of "env_sprite is rendering non sprite material" warning It's too spammy Entity:Set/GetPoseParameter now can accept numbers instead of strings Entity:GetPoseParameterRange can now accept string instead of a number Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds
4 Months Ago
Select handcuffs as active item when loading or waking restrained players. Added a handcuffed test save.
4 Months Ago
Add support for ladder movement
4 Months Ago
Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded Merge clientside and serverside physobj scaling code Update button spawnicons to face the camera mat_viewportscale tiny value Problem Remove unintended label from HL2 spawnlist Fixed stray "Other2" category name fallback in spawnmenu Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed ) This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow Speed values of 0 or below mean do not allow movement. Added RegisterMetaTable( name, table ) "anim" type SENTs move physics objects clientside for you Hopefully this will not cause any issues surface.PlaySound can accept soundscript names clientside This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all. sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
4 Months Ago
Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol) Gibs inherit model scale of scaled props Change clientside physobj scale to trigger from Activate() Fixed scaled props scaling collision bounds twice Added CLuaInterface::RegisterMetaTable Fixed DMenuOptionCVar resetting from cvar too early in certain use cases Fixed crashes due to recent changes to gib system Fix merge errors & some GO TODOs
4 Months Ago
Adjusted slacked wires min and max tesselation values