193,590 Commits over 4,079 Days - 1.98cph!
merge from building_los_fix
Added a new setting in Construction to disable the use of the last valid placement
Enabled for walls, floors and foundations
sub navigation, more featured content styling
Added initial volumetric god rays implementation
merge from ballista_climb_fix
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf
Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
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merge from oldhorse_purge
Removed old horse protobuf
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Merge from industrial_perf_improvements
Some server industrial conveyor performance improvements
-Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing
-Compare slots by item id rather than object comparer
-maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12)
These changes take a problematic conveyor configuration from 670ms to 12ms processing time
Track total possible instance count and recreate buffer if required
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Fixed floating rock_formation_g on some seeds
Update: initial work on parallelizing prefab loading during editor procgen
Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later.
Tests: ran it once, got some telemetry, but already certain it's wrong.
Hura crepitans saplings / meshes, prefabs and spawn setup
Minor cleanups
Disable setting cl_timeout to 45 on load that never worked before
Add one more Lua backdoor URL
Fix double clicks not invoking VGUIMousePressAllowed
Minor whitespace cleanup
Fix protobuf field ID 0 being used in RidableAnimal.equipmentContainer and ItemOwnershipAmount.username (field 0 is invalid according to protobuf specs)
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Added test ceiling and floor wallpapers
Minor cleanup
Add engine_no_focus_sleep to blocked convar list
Prevent crashes with steamworks lib when called too early on SRCDS
it really needs to be queued until its ready, this at least won't crash now.
Do not run friendsID check for HLTV clients
Fix console spam about sprite orientation when the material is missing
Fixed crash to do with env_projected_texture's texture
Tell the player if garrysmod.ver is read only
It not updating (by Steam) would prevent players from joining servers after updates
Log workshop addon mounts (count only) in console
Fix console message about lua_strict on game start up
Constrain cl_timeout to 10-120, default to 60 (was 30) and block from Lua
Merged Pull Requests
* Remove default return in WorldPickerMouseDisable
* Fix lua error with creator tool and missing NPCs
cl_timeout - remove upper limit, unblock, and dont save
Fix compile error
Added -mountcfgfile launch parameter
Block .vdf and specific .cfg files from file library
Minor cleanup
Increase MAXSTUDIOSKINS for studiomdl.exe from 32 to 64
Minor cleanups
Added -mountcfgfile launch parameter
Block .vdf and specific .cfg files from file library
Minor cleanup
Increase MAXSTUDIOSKINS for studiomdl.exe from 32 to 64
removed duplicated crossbow.skinnable.asset in the blowpipe folder
Fart Dart - Stackable flatulence dart. More darts, more farts. Farts heard and seen by everyone, giving away your position.
raised up floor of large wood box mesh exterior and interior a little to avoid floor clipping
Store page UI content blocks
This likely fixes the Linux mapload crash (and possibly others)
set hat.miner material to specular setup
Trying to understand why this code causes issues on Linux only
Deafening dart - mutes all audio for 10 seconds
Functional command block deployable
changed f1 grenade to use specular material setup instead of standard
Confusion dart: reverses movement controls and swaps jump/crouch.
merge from laserdetector_fixes
Fixed detection not working when deployed on foundations and frames
merge from bloodunfuckery
merge from vm_cam_convar_removal
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Added a rotating platform you can deploy items on, rotates 180 degrees when powered
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