134,199 Commits over 4,262 Days - 1.31cph!

12 Minutes Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
12 Minutes Ago
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16 Minutes Ago
Restored the CanFire check
24 Minutes Ago
Code cleanup while im here
1 Hour Ago
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2 Hours Ago
merge from commandblock_tests
2 Hours Ago
Swap some expected's and actual's in TestHBHFSensor
3 Hours Ago
Apply fixes from Flaviens shelf, regenerate testlist
3 Hours Ago
added new sounds for knife admire acrtion
3 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
3 Hours Ago
merge from main
3 Hours Ago
Merge: from main
4 Hours Ago
added new sounds for salvaged axe admire action
4 Hours Ago
merge from main
4 Hours Ago
new sounds added and implemented for the salvaged icepick
4 Hours Ago
merge from standardized_health_display_conditions -> main
5 Hours Ago
merge from main
5 Hours Ago
merge from shield_stats_display_workbench -> main
5 Hours Ago
merge from flameturret_optims
5 Hours Ago
merge from flameturret_optims/tests
5 Hours Ago
quick_craft_improvements -> main
5 Hours Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
5 Hours Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
5 Hours Ago
merge from flameturret_optims/tests
5 Hours Ago
Compile fixes
5 Hours Ago
More flame turret tests
5 Hours Ago
Misisng meta file
6 Hours Ago
main -> quick_craft_improvements
6 Hours Ago
merge from naval_update
6 Hours Ago
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings
Today
First pass textures and LOD0 of scrap component box (still WIP)
Today
Prop Spawn effect works better with depth pass Remove forced RENDERMODE_TRANSCOLOR from Balloon entity * The entity can still be colored just fine Fixed Sandbox tools showing alpha selectors when unwanted * Most default tools showed the alpha bar while it did nothing. It is no longer shown for tools that do not make use of it. "Fixed" certain weapons rendering effects in opaque pass * Since view models cannot be TWOPASS (or TRANSPARENT), we fake the flag by always applying it for ViewModelDrawn, except for depth pass * Adds new argument to SWEP:ViewModelDrawn - STUDIO_ flags. Transparent effects should only be rendered here if STUDIO_TRANSPARENCY is set Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree Clear out NULL entities from g_SBoxObjects on removal * When player props are removed post disconnection, previous solution was either untested or simply inadequate? Clear cleanup.GetList of NULL entities every so often Clear invalid undos every so often * This is mostly for disconnected players Fire a problem when WorkshopDL download fails For highest severity problems, fire a notification * This should mostly be failed addons downloads, most importantly - during server loading screen Merged Pull Requests * Fixed potential Lua errors with Dynamite sandbox entity * Fixed errors in Entity:CallOnRemove callbacks preventing other callbacks from running * Optimize Player:GetEyeTrace* * Menu: Only override <a> in Awesomium * Menu: Disable some AngularJS features * Adding a cooldown to the Camera weapon effects nil check undo Entities table when cleaning them up Remove unused pooled string Fix hook.Add name in main menu Added flags arg to PostDrawViewModel/PreDrawViewModel Fixed VOX map id replacing not working at all Fixes certain sentences.txt stuff not working properly Player.Spawn will also force exit the player from their vehicle Apply NOTEAMCOLLIDE in serverside ShouldCollide as well * This will run BEFORE Lua ShouldCollide * Fixes severe performance loss when many no collided players stand in the same spot Fixes for some potential crashes Allow Pre/PostPlayerDraw recursion up to 10 deep Merged Pull Requests * Do not draw effect rings in Depth Pass * Fixed regressive Lua error in g_SBoxObjects cleaning code Change damage indicator materials * For full screen damage effects, use a "vignette" type texture * For other effects, use $linearwrite material to reduce banding Disable "player is dead" red screen effect * It was not applied consistently to all deaths, and it is kinda unwanted for Sandbox type game Move drown damage effects from UTIL_ScreenFade to damage indicator Adjust burn/drown damage indicator effects More oranger burn effect, longer drown effect (same length as it was before any changes) Move crush damage effect to HudAnimations too Make DMG_ACID screen effect separate and different * No longer duplicate of radiation effect, green-ish tint Rework DMG_PLASMA effects/sound * DMG_PLASMA no longer makes the screen just half black (now has cyan effect), and changed the associated sound from infinite loud thing to the burn damage effect STUDIO_ flags for Pre/PostDrawPlayerHands Try deleting "scripts/game.txt" * it only contains `"$game" "GARRYSMOD"` and doesn't seem to be used by the game Changed gun firing sounds from 140dB to 105dB * This is consistent with Crowbar and some other weapon sounds, and is less loud at large distances. * This affects NPC firing sounds as well * Changed toolgun to use its own soundscript - `Toolgun.Single`. No sound change, only volume change. Make Annabelle in player's hands produce correct shooting sound
Today
Optim: TraceRaysUnordered - optimize collider validation using burst jobs - added UtilityJobs.FlipBoolJob and ScatterToJob<T> This brings costs down across the board: * 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%) * 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%) * 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%) Tests: unit tests
Today
added slope collision on security barge
Today
Added some flame turret tests
Today
Missed file
Today
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Today
Merge from boat_repair_fixes
Today
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
Today
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Today
edited paintball gun 3p anims and vm reload anim edit
Today
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Today
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
Today
merge from boat_optim
Today
merge from naval_update
Today
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Today
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Today
merge from naval_update
Today
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Today
Merge from naval_update