243,876 Commits over 3,898 Days - 2.61cph!
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore
v_mp5: reworked ironsight animations + changed ironsights pose
https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
Implement following the player
Fix buy zone rules for non-host players
Make sure game mode parent object is networked
Maybe this doesn't matter?
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
Finish up the rest of the markers
Got monument map markers working
Remove every map generation component from scene spawner prefab for monuments
- only output GameObject + ScenePrefab component
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world
We don't need to do this anymore
Added another 0.25m to the seismic sensor range forgiveness, following CS
98678
Block cl_playerspraydisable
Fixed util.GetModelMeshes leaking model refcounts
Fixed sprites causing material refcounts going negative
Similar case to models - sprite materials becoming available after precaching as error
Minor changes
Fixed Lua particles leaking material refcount
This is fixed by precaching the material just before it is used
Restore unmounting of server workshop addons
Can be still disabled with `gmod_uncache_test -1` for testing purposes.
Apply the fix for NPC death animation blending
garrysmod-issues/issues/5891
Misc post-scenetab fixes
Hide skybox in 2d views
Split scene view layout/viewport classes into separate files
Tidy
Use frustum RayDepth for terrain, hitbox traces
Make 2d clipping less crap
Use black background for 2d views
export latest 3p handcuffs anims
trike:
- rigged up
- added wheel/cog anim
- added animator & move param
- updated prefab to use new animator
Some Weapon / Equipment cleanup
Optimised ring road search
Merge from travelling_vendor -> Aux2
Basic vehicle visuals port
Switch `monument_scenes` convar to be saved
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem
Tiled Frustums ( We should make light culling use these as they are more accurate and faster )
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
merge from wire_slacking/optimisations
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burstcloth improvements
- rotational constraints respected
- constraint normals are correct now, significant improvement to length constraints
- some jobsystem/burst optimizations
Setup Vintage Desk Prop Prefab
Added and Setup Vintage Bookshelf Prop Prefab
Added and Setup Vintage Dresser Prop Prefab
ARM crash fix test 3 (test 2 works, but this would be nicer)
further fixes to storage warehouse.
updated motorbike kickstand skinning, mask texture, and materials setup
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
updated vcol on decals to tint the recent decal albedo changes
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Add BBox + Sphere GetVolume()
Call AudioProcessor.OnDestroy properly
Make DspProcessor public
Store and restore Mixer config when playing game in editor
Update Processors in mixer UI to show enabled status
catch and report exceptions when disposing GameObjectSystems
Dsp tweaks
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
fix material assignment on storage warehouse trims.
Fixed line anchors fuckery again
more work on geo for storage warehouse.
handcuff viewmodel animation updated