157,137 Commits over 4,536 Days - 1.44cph!
- increase the tail log upload from 100KB -> 250KB
- when uploading crashes without a user ID (super early crashes OR old crashes) then use the current steam id (it's almost certainly going to be the same as when the crash happened)
Recompile cargo container props to fix tangents + add 3 new props
Update default spawnlists
* Added the 3 new cargo container related props
* Rearranged CS:GO map props spawnlist
Updated spawnicons associated with the recently changed spawnlists
Update L4D1 spawnlist to have more props
Minor cleanup with saverestore.Pre function calls
Prevent gmod_tool error when having addon tools in non Sandbox GM
Fix ammo hud spamming animations
* Makes HUD switching from Lua's custom ammo display hook smoother
Fix incorrectly tagging release crashes as staging
- will now upload crashes as "unknown" branch if they are untagged (aka old crashes) instead of tagging everything as staging
- remove "release" tag that was passed through code, instead put the release / staging tag directly into the crash marker
- fix failing to parse for the crash marker if timestamps are enabled in the logs
- output crash marker earlier so early crashes can still be tagged correctly
- fix userid / steamid not being set early enough either
Assigned all frog sounds into the anims 🐸
don't render water or volumetric clouds when underground
Missing textures and gib additions from last checkin - oops.
Bradley Flatbed LOD material texture additions
Gibs setup
Even more LOD texture optimizations
Fix ViewmodelLower lowering persisted viewmodels causing them to render incorrectly
Merge: from ui_store_slim_ram
- Bugfix for Glowing Wallpaper page flashlight not working
Tests: navigated to page with delay and fail loads on and off
Bugfix: bring back original flashlight blend shader
Fixes ugly light gradient in glowing wallpaper page
Tests: navigated to glowing wallpaper pack page
comment out unused frog interest
merge from Livestock_animals
Clean: get rid of dead props on StoreFlashlightReveal
Tests: none, trivial change
Merge: from mt_snapshot_saving
- Bugfix for string serialization sending wrong data in Jobs 4 (and potentially inflating memory)
Tests: spawned a bunch of cows on Craggy with jobs 4
Bugfix: make NetWrite.String thread safe by marking buffer ThreadStatic
Tests: with jobs 4 spawned 20 cows on craggy
disable cloud reprojection when rendering workshop icons/images
force update water reflection probe when dragging time slider in workshop editor
Halloween Wallpapers - texture updates
syncvar_parallel_save_fix -> main
Fix SyncVar buffers being leaked when using parallel saves
Remove adminUI from livestock convar, it's not necessary and massively grows the string sent to admin, one of the 3 parts that caused the staging OOM (shared stringBuffer in netWrite.string becomes massive)
Continued WIP on the server room (random rooms) - still WIP, needs pipe and decal pass, and some UV cleanup on ceiling from where I was lookdeving
Adjust timings for clear_holdtype events on 3p grenade anims
Merge from render_pipeline_testing
Merge from rrp_prop_rendering
Add new animation susbystems for Grenade and HeldEntity. HeldEntity subsystems supports animations for picking up and dropping other items whilst holding the entity. Grenade subsystem inherits from HeldEntity
Convert F1 Grenade to use Grenade subsystem
merge from critter_animals
improve frog hopping ends using distance syncvar, to stop the final hop when not necessary
More LOD texture optimizations
Loading the icon renderer asset via resources when needed and updated the IconOutline render pass to the new raster pass API
merge from main -> base_occlusion
Added a custom renderer for the prop renderer and a renderer feature for the icon outline effect
add singular crab prefab (mostly for media capturing)
merge from critter_animals
fix crabs LOD
add physics materials to critters
exclude player movement and player (server) from collision layers so critters dont move players around
Re-export tests after merge from main
LOD texture optimizations
Rebaked some LOD textures and adjusted LOD distnaces