140,252 Commits over 4,505 Days - 1.30cph!
Add a safeguard for KeyValues::ReadAsBinary from CS:GO
Remove the Services window in the menu bar
Add an option in the editor prefs to re-enable it if we need it
Include basic nexus info in analytics
Converted igniter and tesla coil, fixed some flag stuff
Audit system can now detect effects being run on the prefab - shown on the auditor
fixed industrial torch 3p sfx not playing
now it does
fixed the launch site silos having innacurate collsion mesh.
now much more accurate to the shape of the silo
Merge pipes into a single mesh based on distance and matching material
fixed torch ignite and extinguish sounds in third person
Update: add SwitchToMultithreading helper
- added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading
Tests: compiles
Battery tick optims: merge the drain and charge into one loop
firecracker now uses the proper world model instead of the flare model
updated .item to properly reference the new .worldmodel prefab.
NRE fix with plant fibers, icon change
Unsaved, spawn grid command
browser_country_distance_fix -> main
Change the server browser geographic centre of Russia to the capital
network_range_finder -> main
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
fixed further issues with the low object quality.
back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch
Calculate normals for industrial pipes in the job, not on main thread
Seems to be about 15% faster on main thread and removes some allocations
Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt)
Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
fixed see-through ceiling for the supermarket on low object settings.
LOD1 was missing parts of the mesh
Fixed UI positions and added a fourth output slot
fixed spas12 3p deploy sound
added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates
updated .meta to reference the proper sound.
Allow viewing maps for each zone/server in the nexus too if it is set
fixed krieg chainsword not placing on single weapon racks
placement needs refining
Updated nuclear missile silo pipes steel material to use the proper textures.
no longer super shiny pipes
Update: added standalone win TLS slot to allow
- also wrapped into OS & config dependent compile guards
Tests: built all flavors of standalone and checked that code succesfully executes in other project
Fix laser beam jobs pointing at the origin
add unsafe scripting access scope
Undo GMod changes to metrocop_sheet.vmt
* Removes bumpmap from the NPC version, restores specular. (these 2 effects are not directly compatible) Player model unchanged.
Fixed glowing foreheads on combine soldier player model
Improve reliability of Voice Chat HUD
* Adds util.IsPlayerSpeaking (internal really)
* PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
merge command palette back to main
notes, lives, basic input
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
Fixed "Spawn with toolgun" not respecting tool trace for props
* Also fixed it not remembering prop skin and bodygroups
r_visualizetraces 2 now visualizes hull trace sizes
Try using a hull trace for "Can we reach ladder" check
* This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps
Minor cleanups
Do a LoS trace when searching for ladder dismounts
* Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something
Fixed Lua error in main menu when unsubbing before menu init
Apply crazy physics entity removal to movetype FLY(GRAVITY) entities
* This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map
Improve "TWOPASS" brush rendering in shadow passes
VBSP: Fixed WVT patched materials not being added to patch list
* Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements
Fixed Hammer crash when rendering certain materials
* Such as models/wireframe for detail prop material
Fixed some Hammer toolbar buttos not having descriptions
Fixed Detail Objects not rendering on brushes in Hammer
Fixed more potential crashes
Fixed a crash with a specific addon + cleanups
More potential crash fixes
Even more potential crash fixes + minor cleanups
Minor commands.lua cleanups
Fixed bone manipulated entity render bounds when never rendering first
* Fallback to old behavior of using model bounds when the bone manipulated bounds are not calculated yet.
PR: Fixed inconsistencies in localization source strings
Clamp bot player count to total player count
Reduce AR2 default clip to match its clipsize
* This is consistent with SMG1 and HL2 behavior
Fixed a minor memory leak with CEF implementation
Merge Pull Requests
* Remove unused NW vars in gmod_thruster code + switch them to datatables
* Update spawnmenu search to support multiple search terms
fixed fences in monuments becoming invisible on low object quality settings.
most chainlink fences needed this fixing.
scene2prefab
removed duplicate ligths from military tunnels
scene 2 prefab
initial code testing, level data
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale