193,102 Commits over 4,049 Days - 1.99cph!
Primitive indexed indirect render implementation for single material
Twilight & night settings.
Added a warning box if a Skeleton component is missing bones (responsible for broken clothing/skin on most recent viewmodels)
Remove a debug line, simplify DoSplash
Possible LiquidWeapon NRE fix
Fixed skull skin of rock missing long resource forgiveness, resulted in it not having the same harvest distance as the vanilla rock
Fixed descend/throw back sometimes appearing briefly after the player interacts with a vine
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Swap syncvars to send shorts instead.
(Id is class relative so no problem with duplicates)
Merge from jungle_update/vine_pool
Make the vine visual poolable (slightly risky, parking on a branch for now and will merge to aux3 for more testing)
Vine swinging tree and stump are now poolable
Fix MarkDirty on client side triggering dirty for server side entity, causing an infinite cycle of MarkDirty calls
Fixed keycards still showing as green for the local player in third person
Fixed batteries incorrect charge left time
Added final 3 desc updates from original list, fixed cat pie desc, updated croc pie desc.
Fixed hardside wallpaper not showing on wall right and left conditional models
Equal, do not subscribing to delegate.
Reduces some allocations.
Pregenerate field name ids rather than running it through string pool at runtime
Very initial setup to support packed syncvars
fix jungle ambience playing offshore
boomerang_3p_hands_up_fix ➡️ main
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Changed distance mode on kapok trees to XYZ / they weren't switching LODs properly when flying overhead
Lowered cull distance for all vine tree branches even further. Disabled shadow casting on the branches as they are always in the shadow of the parent tree
Disabled shadowcasting on all jungle bushes and saplings except for LOD0
Unified wood log culling distances / some were being drawn way too far
More agressive LOD settings on all jungle bushes
More agressive LOD setting on hura crepitans / LOD changes to prevent pop-in / darkened billboards to reduce pop-in
More agressive LODding on trumpet trees / slight mesh changes to reduce pop-in / 20-50 percent triangle reduction at LOD0 with minimal quality loss
Prevent crashes with render.Capture
Fixed potential Lua error with Playermodel Selector
Minor cleanups
Merge PR: Group mountable games by install state
Reuse localization strings in main menu replacement buttons
Change default hostname to "My Garry's Mod Server"
Fixed construction overlay weirdness.
Call base.OnHolster last so that our animator changes go through
Remove old way of handling this
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Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
Restored floor.stone.prefab, merge fuckery
Fixed client write and send methods trying to use server write and send
Fixed server recieve method being hooked up wrongly
Can mark SyncVars as [ClientAuthority]
This changes the ifdef blocks used in the resulting replicate and sync methods
Changed test code to include a client -> server Syncvar
Added new token for jungle rifle as it was sharing one with med rifle
Add server receive methods
Add CLIENT & SERVER preprocessor tags in generation step
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor