146,582 Commits over 4,444 Days - 1.37cph!
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing
Doesn't seem useful but also feels like it should be allowed
Add a stripped back procedural map for testing all maintained monuments
Scenes->Dev->Maintained Monuments Procedural Map
Allow ladders to be deployable on powerline poles
Rebuild manifest
Top floor dressing pass
Mesh decal pass on the top floor
Minor fixes
* weapon_flechettegun.lua cleanup
* npc_hunter & env_spritetrail save restore fix due to double curtime changes
Enable phys_slideconstraint notifications
Mark g_debug_* as cheats consistently
Remove player_limit_jump_speed (unused)
64bit saverestore fixes
Fixed npc_turret_floor dying multiple times when shot
Added cam.GetProjectionMatrix and cam.GetViewMatrix
Minor cleanups
* Get rid of GMOD_Player::PlayStepSound (pointless override)
Fix prop_effect not being affected by color tool's alpha setting
Minor changes
* Micro optimizations for footstep sound playing
Fix SuperDOF tiling with poster (will still be blurry as it just stretches the texture)
* Also fixed SuperDOF result texture not rendering while main menu is open
Automate Lua IMaterial refcounting
* Push_IMaterial ups the refcount, not each individual Lua binding. Now works exactly like ITexture bindings do.
Stop some pointless materials being loaded on game start up
* Delete CHudVoiceSelfStatus
* Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
- Setup a seperate file for demo compatability rather than dumping it manifest
- Only store deprecated strings for 120 days from generation (roughly 4 updates, this will need tweaked)
Demo compatability layer
This will allow us to run older demos on newer versions of the game without breaking references in between.
Before:
- If you changed the name of an object it would break all demos before it.
- If an RPC changed name it would break all demos before it
Now: we can optionally cache all of the old names + hashes of objects and RPCs during each manifest build then on playback we can check for missing ones to fill in the blanks.
Won't be a silver bullet but should prevent simple issues from destroying demos
Fixes masking issues with premium tags in the server browser (UIEffect didnt support SoftMask)
Colored player name and date on ban notifications
Fix spawngrid only accepting integer spacing
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc.
- Found and fixed two more (small) pool leaks
Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free.
- Updated the analyzer to correctly catch this edge case, added some tests to confirm
Reworked the reload after anims changes
Remove MenuOption thing I was testing
Enable position on mailbox slide entity
Text expands if the icon link is disabled
Clearing anim polish
Modify EntityItem_RotateWhenOn to also support moving position
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
Make entity version of apartment mailbox + relevant code
Rotated dart animations to be facing the correct direction
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering
Disable biome layer on the number materials, did not appear to be doing anything
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Notifications can hold more text, they auto scale to fit
Fixed light collider oddities.
Rebuild manifest
Remove duplicate part visibility rule on m16a2 entity
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Make the RRP toggle a saved ConVar
Notifications:
- Fixed scroll not working
- Fixed clear all button text wrapping issue
Prefabed everything, cleanup
Configured custom tone mapping setting for all main camera post process volumes
Updated FBX with new poncho fur fix. updated prefab with new fbx.
Added new Custom mode for tone mapping in RRP
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
fixes and improved QoL
- starting and ending game happens in interact menu of the board, not the mountable mat
- updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run
- fixed scoring issue on winning turn
- added game over panel to score panel, otherwise there was no indication a game was done
- fixed UI to show loaderboard time instead of scoring (as scoring is now in world)
- mounting/dimounting sends network update to board, so it can display changes on clients
- added player name to score cards
- fix playerdata states not being set properly
monument blocker - collapse: combined and cleaned up assets
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
Tweaks to LOD textures for crew cut, ponytail and bun
Merge from render_pipeline_testing
Pre-thruster testing... test
CLAUDE.md (redirects to .github/copilot-instructions.md)
handling max-triangles length properly