244,558 Commits over 3,898 Days - 2.61cph!
Write specs to seperate file, print paths to console
Populate GridScene on OnLoad
Add GpuFrametime, Warmup time
Report GpuFrametime in PerformanceStats
Fixed a bunch of possible crashes with Vehicles pre-spawn
Afternative fix for timers during timing out
Alternative fix for Entity:FollowBone
Fixed a bunch of possible crashes with Vehicles pre-spawn
Afternative fix for timers during timing out
Alternative fix for Entity:FollowBone
Try catch serialization so 1 error doesn't stop the entire thing from working
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client)
- move hooks from UpdaetHandler -> UnityHookHandler
- ensure hooks get created in bootstrap
vehicle dev meshes standard car addition
Some fixes + swap all instances of using Query=true with a change callback attribute
Fix restitution not combining
Localise travelling vendor
Added various resources and materials
Fix reserved slots not being added to list when created
Flush network updates before send RPCs (#1594)
* Flush network updates before send RPCs
* Keep track of potential pending network updates to flush for RPCs
* Make sure to unregister for update after sending
* Add some documentation
Added 20 weapons to travelling vendors orders
For damage, pass hitbox tags instead of passing isHeadshot
Show infinity instead of nothing for ammo
Fixed not being able to buy at game start, pre-round start
Added setting to show display names rather than shortname
Re-enabled IsDynamic on all objects that need it on Cargoship prefab
Removed an old scene as a precaution against overwriting cargoship prefab with older content
Work In progress - improved median denoise,
Code changed for median filter.
Fixed editor entry not being marked as dirty
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
NPC Vending Order now colours entries according to rarity
View bob is a range from 0 to 100 instead of 0 to 1
Imported Double and Single Residential Bed Props
Added Textures and Materials for Residential Beds
Setup Residential Bed Prefabs, Colliders and LODS
Add MapInstance.Bounds to get world bounds of the map
Re-enabled IsDynamic on all objects that need it on Giant Excavator
some optimizations on icicles set prefabs
Make PhysObj:GetFrictionSnapshot start at index 1 again
Fixed crashes when point_template is used improperly
Expose steamworks.GetList/FileInfo to serverside
Kleiner model with merged animations
Vortigaunt models with merged animations
Include Episode 2 floor turret models for its skins & gibs
Enable Episodic behaviors for vortigaunts
Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
Episode 1 wake up fix
Fixed UnmountServerAddons not working without gmod_unload_test
Change where clientside think is called from
This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems:
* timers
* HTTP requests
* async file reads
* net messages
Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server.
Fix filesystem not being able to seek above 2GB in a file
Error out and do not mount addons over 4GB
Everything under should work with previous commit.
Block servers from modifying fov_desired
Warning on model scales of 0 or below
Fixed gibs clientside not initializing their scale to 1
Add viewbob client setting
some more prefabs converted to MeshLOD
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EmitSound handles registered sounds a bit better clientside
You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary.
Added optional argument to sound.Generate - loopStart (sample ID)
Display an error in console when addon file list has failed to be read completely
Removing dead/redundant code from SENTs
env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled
Fix clicking a TextEntry sometimes setting invalid caret pos
Load model from keyvalues before setting error.mdl on anim SENTs
Ignore \n in player names too
Move certain "hexed" models to fallbacks VPK
Fixed env_zoom not working sometimes, and not undoing itself on removal
Include modified Alyx models that include animations from episodes
Get rid of "env_sprite is rendering non sprite material" warning
It's too spammy
Entity:Set/GetPoseParameter now can accept numbers instead of strings
Entity:GetPoseParameterRange can now accept string instead of a number
Fixed Entity:FollowBone not working with boneID 0.
Fixed SoundDuration returning wrong values for MP3 files
It was a sneaky bug in the MP3 parser
It's still an approximation, but it is very close now. (+/- 0.1s)
Also make it skip ID3v2 data
Fixed .wav SoundDuration being off by number of channels on srcds
Select handcuffs as active item when loading or waking restrained players.
Added a handcuffed test save.
Add support for ladder movement
Let's try this again: unload unreferenced materials in more places
This is aimed at making sure content from maps is unloaded before content from another map is loaded
Merge clientside and serverside physobj scaling code
Update button spawnicons to face the camera
mat_viewportscale tiny value Problem
Remove unintended label from HL2 spawnlist
Fixed stray "Other2" category name fallback in spawnmenu
Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed )
This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow
Speed values of 0 or below mean do not allow movement.
Added RegisterMetaTable( name, table )
"anim" type SENTs move physics objects clientside for you
Hopefully this will not cause any issues
surface.PlaySound can accept soundscript names clientside
This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all.
sound.Generate now accepts table of samples, or direct binary data as a string
The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function
string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
Added CNewParticleEffect.GetRenderBounds
Improve consistency of trace surfaceID returns clientside
This only relates to usages of PhysicsObject shadows
vcollide_wireframe - draw the actual physics object clientside if it exists
Test version of clientside model physics scaling
Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
Gibs inherit model scale of scaled props
Change clientside physobj scale to trigger from Activate()
Fixed scaled props scaling collision bounds twice
Added CLuaInterface::RegisterMetaTable
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Fixed crashes due to recent changes to gib system
Fix merge errors & some GO TODOs
Adjusted slacked wires min and max tesselation values
Make sure to unregister for update after sending
Keep track of potential pending network updates to flush for RPCs
Fixed friction not prioritizing air first
Remove file.AsyncRead from menu state entirely, since its broken anyway
Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader
concommand autocomplete tokenized arguments argument
Port hack for Portal 2 .wavs that are actually .mp3s
Remove Episode 2 exclusive soundscapes from gm_construct
Added new shader parameters to `Core` shader
$ENTITYORIGIN
$DIAMETER
(They are case insensitive)
Add HealthComponent.IsGodMode
Use @JasonO3D's blood splatters
Merge RepairBenchSkinName -> main