192,384 Commits over 4,049 Days - 1.98cph!
npc_spawn_on_cargo_ship_fix -> main
npc_spawn_on_cargo_ship_fix -> main
Made npc_spawn_on_cargo_ship actually do what it says it does
Clientside affordability check first
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
Markers now default to a number as their name (0,1,2,3,etc)
- can toggle behavior with `map_marker_autoname`
- can specify the default color for map marker with `map_marker_color` convar
- -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
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Network compat breaking changes
* Removed bodyque system/entity
* Remvoed vote_controller entity
Bump network version & .exe version
Fix weapon_snark network types
Remove m_bHL2EpisodicBehaviour from gmod gamerules
CTEPhysicsProp model scale networking
TEHL2MPFireBullets Y axis spread networking
Completely remove the commentary system
Fix incorrect particles spawning if there are too many
garrysmod-issues/issues/5509
Remove test_traceline entity
Restore portal entity clientside parts (lasers)
`teamonly` in `player_say` event networked
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
Undo changes to m_OverrideSubMaterials
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
npc_combinecamera fires OnLostEnemy output
Remove unused stringtables
* GMod specific GModGameInfo
* Source's ServerMapCycle and InfoPanel, and their panels
Minor cleanups
Double `modelprecache` max size to 8k
Fix CNewParticleEffect.AddControlPoint attachment default value
No longer produces console warnings when not given an attachment name
TTT: check data_static for rearm scripts for use in workshop addons
Updated language files
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
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- More logs
- Call set tow id with detach
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
- Additional Logs
- Codegen
Initial work on seeing the actual tow connection as ropes:
- Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches
- Horse now syncs the entity id of the entity its towing
- Created TowingVisuals class which creates and manages rope connections
- Uses FakePhysicsRope to connect up and simulate ropes
- Setup base prefab
- Setup catapult towing visual connection points
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Merge: from profiling_improvements
Removes boxing allocations in Pool.Get and Pool.Free in Editor context.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge: from main
Tests: none
Update: Make Pool capacity waste tracking off by default
- Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled"
- Cleaned up implementation a smidge, left a comment explaining where the box is coming from
- "pool.print_memory_overhead" skips entries with 0 overhead
I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge from ai_wolf_iteration
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
merge from AnimalRagdollUpdate
Fire fire blocking the wolves unreachable behaviour from triggering
TTT: check data_static for rearm scripts for use in workshop addons
Reduces wolf odds of trying to resist fire
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Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
Added all temperature tea recipes (base ones are placeholder ingredients)
Added recipes to mxing table recipe list.
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
Remove siege weapon towing from cars
Rough ballista, catapult and battering ram crafting cost balacing
Tweak timers and distances
Can't push siege weapons when standing on it
Re-appear delay, convars.
S2P military tunnels, powerplant, trainyard, water treatment plant
Merge: from main
Tests: none
Merge from world_update_2