129,730 Commits over 4,201 Days - 1.29cph!
Extend favorites.cfg to also hold the 50 most recently played servers, with the favoritesEndpoint DNS record saved instead of IP:port if available
console_vehicle_ui -> main
Just search through shortnames. makes sense as its what we can see in the menu
Fix search not working properly for the vehicles console tab
console_vehicle_ui -> main
Remove Amazon import???
IDE's fault.
console_vehicle_ui -> main
console_vehicle_ui -> main
Generate a bunch of missing icons
More changes to item defs
Swap Train and Misc category enum positions - fix broken prefabs
Forgot trains - Sorry Bill!
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
Can detect spawn names via ItemModEntityReference
Initial setup. Can now spawn some vehicles via the F1 menu.
Vehicles split into categories:
Helicopters,
Cars,
Bikes,
Boats,
Animals,
Siege,
Misc
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
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
Remove leftover debugging logs and restore debug commented out code.
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Add fail animation hook for fail throwing flares from helis
flare viewmodel - 1st pass fail anim and animator setup
merge from terrain_potato_disable
building_planner_viewmodel -> main
Added a mask for the dlc tab
PTBoat 50cal turret and loot storage sound changes
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Fixed owned Steam dlc not being added to the owned items dict
merge from helicopter_flare_balance_pass -> main
codegen + protobufs after merge conflict resolution
change flare entity proto enum to dodge naval update conflicts
HeightData baking support
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Moved storage adaptor protobuf to 217
209 to 216 is reserved for naval_update
Codegen
code clean up, fix change for dropping grenades
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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
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie