191,921 Commits over 4,049 Days - 1.97cph!
Logic gates
Codelock files
Scene backup
Merge: from texttable_allocs
- Layout improvements and NRE fix for 0 rows
Tests: unit tests + running filtered status command to force 0 rows
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Bugfix: fix serializing of empty tables
- Added a test to check for it
Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
Added point_entity_finder
Added mounting support for Klaus Veen's Treason
At the request of its developer
Added -bouncefromnamed to VRAD
VRAD: Added %alphatexture VMT compile parameter
Render loading screen when running stringtable callbacks (Community Contribution)
color_correction works with fog_volume
Brings over Master/Simulate clientside spawnflags
Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working
Fixed GM:NeedsDepthPass causing NPCs to not render
Also fixed it rendering ropes twice.
Apparently the engine removes m_pRenderable from NPC entities for some reason?
Remove DOFModeHack from pp_bokeh
Rollermine becomes TWOPASS when open instead of translucent
This makes it render better with SSAO pass (such as bokeh DOF)
Fix util.TableToJSON only outputting whole numbers in arrays
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
Port clientside trigger stuff from CS:GO
Will allow trigger_playermovement to work with prediction more or less correctly
Prepare networking code for env_wind radius
Added env_ambient_light
Minor cleanups
Minor cleanups
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO
Mitigate invalid vehicle scripts causing crashes
Description for debug_dump and more info when ran.
trigger_playermovement auto walk and no jump spawnflags
Minor cleanups
Minor clean ups
Update gmod.code-workspace (Remove full paths)
Remove player jingles/impulse 202
Fixed DTextEntry autocomplete menu not inheriting skin
Prevent potential crashes to do with traces on models
Added ip_steam
Exit SRCDS (with a message) if GSLT is invalid or expired
Added some new options to `render_sprite_trail`
`constrain radius to length` and `ignore delta time`
Clean: rename RowType -> ValueType
Tests: ran all unit tests
Update: Don't pad last column
Tests: ran unit tests
Fix util.TableToJSON only outputting whole numbers in arrays
Added point_entity_finder
Create Build-Clean.sh
Added mounting support for Klaus Veen's Treason
At the request of its developer
Added -bouncefromnamed to VRAD
VRAD: Added %alphatexture VMT compile parameter
Render loading screen when running stringtable callbacks (Community Contribution)
merge from Player_Seed_EyePositions
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
updated backpack offsets for some weapons
Bugfix: Fix test table layout when there are not enough values compared to rows
- Added new unit tests to cover abnormal cases
Tests: ran unit tests
initial implementation of a grid-based hydraulic erosion system in the jobsystem
- super fast
- super wrong
- needs a lot more parameter/constant tuning to get good results, but it's functioning
Fixed spelling of re'ceive on teas
Fixed right eye being flipped upside down
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
all gestures anims use v4RustPlayerMask
Updated missing skinsets with eyepositions
Added Second Water Treatment Tank Packed Mask Material
v4 holdtype anims use v4RustPlayerMask
Added New Water Treatment Tank Model and Pump Textures and Material
unarmed anims use v4RustPlayerMask
- Actually expose the temperature (makes it way easier to see whats going on)
- Can now run a beehive in the snow with enough heaters
Update: standardized WaterVolume usage across tests
- Also fixed a couple small bugs in rarely used water perf tests
Got a couple TODOs left to clean, and will start merging back to main
Tests: ran all tests
Missing status panel files
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb
- Wrote new inventory check full methods to double check partial stacks
- FIx a bunch of terribly timed inventory checks
Removed Old Water Treatment Tank Materials, Textures and Model
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
Update: moved player caching to FinalizeTickParallel
Tests: ran unit tests and played back server staging demo twice - numbers match expected range
obsidian tool viewmodel and worldmodel
added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel
hooked everything up
Rebalanced multiple and single bee swarm damage
Fixed environment volume server compile errors
Prevent bee damage (no matter what damage type it is) from bleeding
Further environment volume optimizations
Update: add an extra profiling scope
Tests: ran the perf test