243,845 Commits over 3,898 Days - 2.61cph!
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
Fix ObjectEntry transform
Fix bone objects not being created, don't need this check here
Just run FinishBoneUpdate here instead of progressing animation
Merge from debugcamera_dof_save
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Finished roadside bike spawn setup
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
Initial bone merge to the root merge target
Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
Merge from debugcamera_dof_save
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Merge from FrontierHazmat_cinematic
Handcuff anims + assets backup
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Merge from PrisonerHood_Cinematic
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each).
SpawnPointSpawnPopulation now supports having multiple options
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Cache ObjectEntry keyvalues so we're not having to call into managed every time
Merge from hackweek_crudegestures (with custom gesture wheel support)
Merge from main (many conflicts, stomped local animator changes)
Upgrade to Expo SDK 48
Update actions
More actions updates
Try again
Again
Increase max heap size while building app
Rewrite ToggleSwitch component using modern reanimated
Move VendingMachineIcon component to the correct folder
Install skia
Progress stripping out reanimated v1 map code
More, but stuck for now because I can't get Skia to load the map image
Upgrade to Expo SDK 49
Write the map image to disk so Skia can render it, but it just crashes and breaks things most of the time
Add basic pan and zoom
Some progress
Pan/zoom mostly working now
Got monument map markers working
Finish up the rest of the markers
Implement following the player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
Fix pinch gesture not disabling follow player
Upgrade to Expo SDK 50
Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
Map grid fixes
Migrate from sentry-expo to @sentry/react-native
Upgrade to Expo SDK 51
Fix device list freezing the entity list array etc and breaking things
Missed file
Update react-class-model
Merge branch 'skia-map'
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
Fix device list freezing the entity list array etc and breaking things
ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause
Replace AudioListener.OnPreRender
Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
merge from main -> monument_scenes
Expose more properties for ping component to override. Ping receivers can kill off pings early
merge from qol_give_improvements -> main
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking)
Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664
Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658
Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Do not precache particle materials on the server (game.AddParticles)
Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway.
Show "Unknown Addon #X" as invalid in addons menu
So there's no confusion why they don't appear in-game.
Make sure to restore gamemode on server disconnect to what it was
file.Remove returns success
Potential fix for a sound DSP crash
Prevent NPCs complaining about sequence -1
This could happen when a combine solider has no gun and tries to chase the player.
Fixed NPCs complaining about bone access on death
HL2 model changes
* Moved stalker model to overrides/, next to other override models
* Include EP2 combine mine model, so its skins appear on that EP2 map
* Include EP1 ceiling turret model so it functions correctly when dry firing
Fixed "skill" no doing anything for HL2 content
Also enable Alyx darkness mode
Correct AIClassText for some CLASS_ enums
Also block "skill" from being modified by Lua ( game.SetSkillLevel exists)
Disable .sw.vtx generation in studiomdl.exe
Also made the program work out of the box without specifying `-nop4`.
Minor changes
Fix NPC death poses (Thanks MapBase)
garrysmod-issues/issues/5361
Enabled a bunch more episodic behaviors
Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff