249,469 Commits over 3,959 Days - 2.63cph!
Refactored pull over point code to work with points behind the vendor
Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
Angle and height check on pull over positions
Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided
Setup combined rig with vendor code
Cleanup
Apply the fix for NPC death animation blending
garrysmod-issues/issues/5891
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
Replace default cubemap texture with the one VBSP generates by default
This affects maps that are renamed after compilation
Fix CmdSeq.wc being broken on local builds
Fixed Ceiling Turret trying to play non existent sounds on dry fire
Was spamming warnings in console
Fixed Alyx not being blinded by flashlight in Episode 1
More episodic behaviors, for Zombies and Headcrabs
Fixed Alyx still following the player in darkness mode without flashlight
Fix Alyx's darkness breathing breaking other voice lines
Remount subbed addons if we unmounted server addons
In case some file(s) were overwritten by server addons, which are now gone
Clean up rope materials on disconnect, not game shutdown
Allows rope materials to reach 0 refcounts
Fixed intro screen material not being freed
Also fixed __error material getting an extra forever refcount
Also fixed __loading and __background getting forever refcounts
Fixed certain sprites (such as physgun beam) being forever referenced if drawn
Fix potential division by 0 when parsing MP3 files
Fix potential division by 0 when parsing MP3 files
Actually apply the fix for division by 0 :pensive:
Add reason to "Unmounting addon X" message
Attempt to fix weird Linux filesystem crash
Retouch material/model uncaching
Making sure it doesn't happen when mcore is turnedon/allowed
Resolved case sensitivity issues with lua_refresh_file
Change up GetPhysicsObjectNum warnings with more info
Rework game_text rendering clientside to allow for 256 channels (from 6)
Also limit hold time to 0-300 seconds.
Allow 3 separate number inputs to certain mesh.* functions
mesh.Position
mesh.Normal
mesh.TangentS
mesh.TangentT
Only allow dx80/dx90.vtx files in gmpublisher
Fixed materials with matproxies sometimes getting permanent artificial refcount
Do not unmount server .GMA file for now
Use network origin/angles for clientside physics objects
Fixed legacy workshop addons sometimes not extracting correctly
This would happen on download, potentially after messing about with Steam files
SetAvoidPlayers ignores noclipping players
Resolve model materials going into negative refcounts
This is a specific case where error models are "hotloaded" into non error models.
Block cl_playerspraydisable
Fixed util.GetModelMeshes leaking model refcounts
Fixed sprites causing material refcounts going negative
Similar case to models - sprite materials becoming available after precaching as error
Minor changes
Fixed Lua particles leaking material refcount
This is fixed by precaching the material just before it is used
Restore unmounting of server workshop addons
Can be still disabled with `gmod_uncache_test -1` for testing purposes.
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
Yoga3
* Latest version (fixes, additions)
* No longer relies on thirdparty facebook.yoga.dll
* Uses our interop system (faster)
* Much cleaner implementation
Recreate joint on body object change
Remove yoga from vpc groups
Update to yoga 3, embed in engine
vpc fixes
Remove Facebook.Yoga
Convert style setters
Bug fixes
Add tests
It's important to yoga to be fp:precise because it uses nan
Measure functions
Restore to previous defaults
Fix package card style (now position: absolute is fixed)
Consolidate enums
Support for `align-content: space-evenly`
Consolidate enums
Support for `align-content: space-evenly`
removed deferred decal renderer component from glue mesh in favor of deferred mesh decal
Measure functions
Restore to previous defaults
Fix package card style (now position: absolute is fixed)
Expose Handedness for Equipment
Tighten movement a bit, should feel less floaty
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
Add tests
It's important to yoga to be fp:precise because it uses nan
View model setup, fixed incorrect cancelling behaviour at end of game for local player
3p anim setup and better timings to let anims play out
Show toasts confirming winner/loser after anims have played
Fixed bots never picking scissors
Improved sidecar suspension, still needs a little bit of work
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Enable the RendererBatch component on all shipping container prefabs
- fix some components that were at the root level instead of at the same level as the RendererLOD / MeshLOD
Failed camera smoothing experiment
Velocity inheritence fix.
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
Merge from parent, stomp animator changes
v_mp5: rename Idle to IdlePose to be consistent with Citizen
Tooltip can now accept arguments for string substitution, similar to RustText
Added a tooltip to the discount/surcharge icons that lists the original purchase price
Using the addtime convar now immediately force updates all npc vending machines
Added a BypassDynamicPricing option to the NPCVendingMachine component, allows us to opt out specific vending machines
Added npcvendingmachine.DynamicPricingEnabled convar, disables the dynamic pricing across the whole server
Bike driving work and sidecar suspension visuals fix
Add color to RendererKey for render batching to support shipping container
- pull the color from the MaterialPropertyBlock of the MeshRenderer
Sidecar world collider edit
Make sure existing null checks aren't applied on top of new default value checks
Apply fix #2 in redid commit
Redid the commit so that it would stop applying to DeltaSerialize()
- tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
Add support for all default values, fix optional field checks applying to DeltaSerialize()
Fix & update codegen
- don't check if field is null twice (bytes & strings already checked if null when optional)
- throw error if required class isn't present, skip serializing structs if required but default value
- fix regression where it checked if field was default when delta serializing