129,730 Commits over 4,201 Days - 1.29cph!

4 Hours Ago
Extend favorites.cfg to also hold the 50 most recently played servers, with the favoritesEndpoint DNS record saved instead of IP:port if available
4 Hours Ago
console_vehicle_ui -> main
4 Hours Ago
Just search through shortnames. makes sense as its what we can see in the menu
4 Hours Ago
Fix search not working properly for the vehicles console tab
4 Hours Ago
console_vehicle_ui -> main
5 Hours Ago
Remove Amazon import??? IDE's fault.
5 Hours Ago
console_vehicle_ui -> main
5 Hours Ago
console_vehicle_ui -> main
5 Hours Ago
Generate a bunch of missing icons More changes to item defs Swap Train and Misc category enum positions - fix broken prefabs
5 Hours Ago
Forgot trains - Sorry Bill!
5 Hours Ago
Make sure every spawnable vehicle has an item Tag all of the vehicles with the correct categories Setup Entity references on all of the new items Fix some naming / icon issues
6 Hours Ago
Can detect spawn names via ItemModEntityReference
6 Hours Ago
Initial setup. Can now spawn some vehicles via the F1 menu. Vehicles split into categories: Helicopters, Cars, Bikes, Boats, Animals, Siege, Misc
Today
merge from store_fixes
Today
Fixed Steam DLC prices currency mismatch in the in-game store
Make floating city delivery mission non repeatable
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
- Add deep sea island treasure hunt mission, given from Vagabond in outpost - Setup metal detector sources for deep sea islands, only setup for tropical1 for now. Metal detector sources in the deep sea have their own loot list - Add IsValidSource to IMetalDetectable. Useful for defining spawned sources which can only be detected by players under certain circumstsances - Add 'soft completed' flag to objective statuses as an additional way of handling objective progress - Add ability to hide objective progress in mission objectives todo HUD
Today
correct units in ToString of GMod_StC and CtS net messages * Now shows bytes correctly Adjust formatting of lua_dumptimers Adjust formatting of `lua_find(_jooks)` output Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs * Fixes swimming animations for the hold type not working correctly weapon_base also retargets ACT_MP_SWIM_IDLE Remove non existent key-values from env_smoketrail in FGD Update weapon_physgun.txt * Remove references to Pistol Refix SMG1 grenade smoke * For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected. Fixed SWEP autorefresh integration with spawnmenu Try to handle VTF v7.5 format IDs correct-er
Today
Remove leftover debugging logs and restore debug commented out code.
Today
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
Today
merge fix_tab_issues
Today
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Today
Add fail animation hook for fail throwing flares from helis
Pants LODs - Male/Female
Today
flare viewmodel - 1st pass fail anim and animator setup
Today
merge from terrain_potato_disable
building_planner_viewmodel -> main
Today
Added a mask for the dlc tab
Today
PTBoat 50cal turret and loot storage sound changes
Today
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Today
Fixed owned Steam dlc not being added to the owned items dict
Today
merge from helicopter_flare_balance_pass -> main
Today
codegen + protobufs after merge conflict resolution
Today
merge from main
Today
Manifest
Today
Compile fix, codegen
Today
change flare entity proto enum to dodge naval update conflicts
Today
Adding sitting v4 anims
Today
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Today
Moved storage adaptor protobuf to 217 209 to 216 is reserved for naval_update Codegen
Today
merge from main
Today
code clean up, fix change for dropping grenades
Tactical Gloves LODs
Today
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Today
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
Today
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie