192,384 Commits over 4,049 Days - 1.98cph!

6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Compile errors
6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
6 Months Ago
cherrypicking 106659
6 Months Ago
▄▅▉ ▌▆▅
6 Months Ago
Clientside affordability check first
6 Months Ago
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
6 Months Ago
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
6 Months Ago
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6 Months Ago
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
6 Months Ago
Fixed a crash with Panel:AppendText
6 Months Ago
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6 Months Ago
merge from halloween24
6 Months Ago
▋▊▅▆▌_▊▌▉▄_▋█▄█▅▅▋ -> ▍▊▉▇
6 Months Ago
▅▋▄▊█ ▍/▉ ▄▊▊▆▋ ▇▊▄▌ ▊▋█▆█▌▅▉▉ ▌▌▆▌▅▉ ▊▌▆▍▉▍▆▉▍ ▊▉ ▉▆▅▄▊▇▋ ▉▉▇▍█▅ ▇▊▉▅ ▊▅▆▆█ ▅▊▌▅ ▊█ ▍█▆▉ ▉▌▇▌██ ▅▉▉▆▉▆ ▋█▅▉ ▍█▄▌▋█ ▇▄ ▅█▅▉ ▊▇
6 Months Ago
- More logs - Call set tow id with detach
6 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
6 Months Ago
- Additional Logs - Codegen
6 Months Ago
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
6 Months Ago
▍▌▅▉▍▆▄▄ █▍▍▌ █▇▄▊█ ▉▅▇▅██▄▉ █▆ ▄▄▅▌ ▄▋ ▍█▅▊▇ ▋▆▄ ▌▋▅ ▌▆▆▅▌▆█▌▊▇ ▅▉▇▄▍▉▍▍ - ▍▇▅▌▅▉▍▌▍ ▄▋ ▍▇▇▊▇ ▆▆ ▅▄▆▌▊▄ ▇█ ▌▌ ▋▊█▆▆▄▌ █▍▍▅▋▆▍▆▇ ▄▋▄ ▋▍▄▋▋ ▇▌ ▊▅▊▅▉▊▊▅ ▅▇▊▉ ▊▆█▅▇ ▇▄▇▌▇▉▇ ▍▉▇▄▍▊▌▋ ▌▇█ ▊▌ ▌▇█▅▄▌▍ ▊▉▄ ▋▆▋▋█▊ ▄▍▇▊ ▆▅▍▇▉▅ (██▍▊▇▌▌▆ █▍▊ ▆▋▉▉▋█▉▊ ▋▅ ▍▇▄ ▌▇▄▍▊▋ ▇▅▉▍ ██▊▌▋▍█ ▉▆ ▉▄▌▆ ▌▄▉▊█▋▋▄█▄)
6 Months Ago
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.
6 Months Ago
Merge: from main Tests: none
6 Months Ago
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.
6 Months Ago
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6 Months Ago
Merge from ai_wolf_iteration
6 Months Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
6 Months Ago
Updated language files
6 Months Ago
merge from AnimalRagdollUpdate
6 Months Ago
Fire fire blocking the wolves unreachable behaviour from triggering
6 Months Ago
▄▌▆▌▆ ▇█▉▇ ▋▇▊▋
6 Months Ago
TTT: check data_static for rearm scripts for use in workshop addons
6 Months Ago
Reduces wolf odds of trying to resist fire
6 Months Ago
▍▊█▄█ ▍▊▉▌▆ █▉▄█▇ + ▉▊▉▊▅▇ ▆▌▋█ ▍▆▄▆▆▄█▇ █▄ ▆▆▄▅▇▌ ▍▋▋▋▋▅▌ ▋█▍▇█://▄▌▋.▋▊▉▉▊.▉▆▊/▅/▍▅▉▇▄▆▉▇▆▇▇█▅▍▊▋/▇▇▋▆▋▄▆▉▇█▉▉▊▊▇▋/▅
6 Months Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
6 Months Ago
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
6 Months Ago
cleared tunnel obstruction in military_tunnel
6 Months Ago
▆▄▅▅█ ▄▉▄▋ ▍▌█▌
6 Months Ago
Added all temperature tea recipes (base ones are placeholder ingredients) Added recipes to mxing table recipe list.
6 Months Ago
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
6 Months Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
6 Months Ago
Remove siege weapon towing from cars
6 Months Ago
Rough ballista, catapult and battering ram crafting cost balacing
6 Months Ago
Tweak timers and distances
6 Months Ago
Can't push siege weapons when standing on it
6 Months Ago
Re-appear delay, convars.
6 Months Ago
S2P military tunnels, powerplant, trainyard, water treatment plant
6 Months Ago
Merge: from main Tests: none
6 Months Ago
Merge from world_update_2