194,320 Commits over 4,079 Days - 1.98cph!

11 Months Ago
Merge Bikes -> main
11 Months Ago
Fixed bike spawn points at mining outpost, power substation, supermarket
11 Months Ago
Prevent bikes rolling far away after a player jumps off, add drag
11 Months Ago
Fixed several issues that were impacting motorbike spawns in monuments: -Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes -Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future -Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats) S2P junkyard, water treatment, airfield and trainyard
11 Months Ago
Adjusted driver eye pos
11 Months Ago
Same fix for snowmobiles
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Missed codegen!
11 Months Ago
Codegen woops!
11 Months Ago
Travelling Vendor -> Main
11 Months Ago
Fixed some things like the dive suit clipping in first-person view
11 Months Ago
Greatly reduced target detection range Minor code cleanup Added convar to have the vendor destroy buildings. Disabled by default. Increased push box size
11 Months Ago
Speculative NRE fix in MonitorLoopingGesture
11 Months Ago
Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
11 Months Ago
merge from runtime_profling_presets -> main
11 Months Ago
Fix runtime profiling not turning off performance tracking when profiling is off New convar to set profiling level preset to the most common settings 0 = off 1 = basic stats (frametime, total entities spawned/killed, lag spikes) 2 = all tracking Can enable/disable profiling modules with convars after `runtime_profiling` is enabled Add comments
11 Months Ago
Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
11 Months Ago
11 Months Ago
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
11 Months Ago
Merge main -> Bikes
11 Months Ago
Merge Bikes -> main
11 Months Ago
Increased pedal bike sprint time from 4s to 5s
11 Months Ago
Adjusted pedal bike world collider
11 Months Ago
Tuned down and clamped crash ragdoll force
11 Months Ago
Merge Travelling Vendor -> Main
11 Months Ago
Changed icon to green one Increased icon size
11 Months Ago
Null check
11 Months Ago
disable ambeint sounds on travelling vendor turrets
11 Months Ago
backfire sound
11 Months Ago
Force mount vis changes
11 Months Ago
merge from runtime_profiling_double_physics -> main
11 Months Ago
Fix physics stats being doubled on every frame FixedUpdate runs
11 Months Ago
Merge Travelling Vendor -> Main
11 Months Ago
DirectlyMountable check in force mount
11 Months Ago
Merge from main
11 Months Ago
Don't show the timed dismount UI if we're restrained
11 Months Ago
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
11 Months Ago
merge from hood_and_cuffs
11 Months Ago
Merge from main
11 Months Ago
Moved turrets closer to the vendor centre
11 Months Ago
Added random engine backfires
11 Months Ago
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
11 Months Ago
Hopefully fix compile error
11 Months Ago
Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work. Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this. Fix game_text crashes fix compile error Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
11 Months Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating. Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk Block all .log files Destroy font texture IDs on frame start, not during rendering Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies
11 Months Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
11 Months Ago
Added side turrets to the vendor
11 Months Ago
Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
11 Months Ago
reduced max tick rate on cloth