241,509 Commits over 3,867 Days - 2.60cph!

4 Hours Ago
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4 Hours Ago
Drive kinematic ragdoll parts with smooth move to the animated bone transform
4 Hours Ago
More sensible defaults for 360 controller bindings $eyeposition and $illumposition are now affected by $scale Block gui/input.SetCursorPos while main menu is open
4 Hours Ago
Add SkinnedModelRenderer.TryGetBoneTransformAnimation to get the worldspace bone transform after animation but before physics and procedural bones
5 Hours Ago
Fix gizmo transform for gameobjects with absolute flag
5 Hours Ago
removed random water body
5 Hours Ago
Solve main menu equipment visibility This code still sucks
6 Hours Ago
Fixes - de_refinery compile day time!!!!!
Today
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
Today
UI: Use correct defaults for rem/em, classify them as dynamic so they update more frequently UI: When pushing matrices, multiply by parent matrix if there is one Fixes sbox-issues/issues/646 When going through networked files, if it doesn't exist, log a warning instead of failing outright Standalone exporter keeps track of file type (e.g. executable, dll, project asset), shows source + destination in log window
Fixed NRE in PalySoundAt
Increased difficulty range of fishing minigame Updated Ice Berry Bush to use the correct prefab Re-save menu.scene without IsValid Added Glass Bottle item, craftable at Brewing Station Added Bucket Can now catch a garbage item when missing a fish Added Weights to Fishing Garbage so different garbage items have different rarities
Today
Ragdoll smooth moves kinematic rigidbodies to renderer bone, as an added benefit it means we don't need to calculate bone velocities, the rigidbody already has it when switching to dynamic
Today
Add smooth move and rotate to rigidbody instead of having to access physics body for them
Today
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Today
Simple solver for default connection offsets https://files.facepunch.com/ziks/2024-10-15/sbox-dev_x2R1XluVOZ.mp4
Today
Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.) TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs. Restore gui.HideGameUI for menu state VRAD displays lighting mode in the log (HDR vs SDR) VRAD static prop lighting HDR related changes Only output .tga files for LDR compiles Only output .pfm files for HDR compiles Compile HDR .ppl files, without overwriting the LDR ones Swap-in HDR static prop lightmaps when HDR lighting is in use Fixed impaled NPCs not appearing in the kill feed Pull requests * Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu * Added missing localization string for German langauge in TTT * Reduced net.WritePlayer bitcount based on server's maxplayers
Today
Added sv_max_userinfo_rate This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there. More strict application of GMODSandbox GDClass in Hammer So `point_spotlight` doesn't have useless keyvalues on it. Added "Last played date" for each server in the server browser Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib) Make "force open main menu" warning an informational one (Community Contrib) Also make it use a localization string RPG entering water does not slow down Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero) Don't display "Vehicle X has invalid wheel attachment" for airboat Use localization strings for Legal tab in Options Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt Code cleanup Refine sv_max_userinfo_rate further Hopefully this fixes issues on map load "Start Disabled" spawnflag for env_projectedtexture The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code. Restore missing options in env_projectedtexture in Hammer Also rearranged useful options to the top, added browse texture button to the texture keyvalue env_projectedtexture Toggle input Added ProjectedTexture:Get/SetNoCull() Mount folder addons before Workshop system Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH
Today
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
Today
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
Today
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Today
Second pass at grid-aligned connection style https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png
Today
Static props set model collider to static
Today
Unhide static property on mesh component (should we force mesh components to always be static?)
Today
Disable kinematic rigidbody being a shadow controller
Today
merge from halloween24
Today
Halloween dungeon population 1
Today
Add Editor.NodeEditor.ConnectionStyle
Today
Tweak is null / not null nodes to test for IValid
Today
Stage 2 progress
Today
Fix admin link showing Comments and Ratings are modules Fix missing components
Leaderboard backup, run #14669
Today
Merge from halloween24
Today
Can now collect Scarecrow heads with skinning knife
Today
Clamp mixer volume to 0,1
Today
Add readonly Mass property to Rigidbody, some parented props are calculating wrong mass so it helps to know what mass a rigidbody is
Today
Fix offset child model colliders constantly rebuilding, check if their target local has changed instead
Today
Directional surface stuff WIP
Yesterday
test deployable setup
Yesterday
Community news on dashboard Achievement list Reorganization Oops, put these back Fix timer not working Move notification service Move layout to its own project Dashboard in its own project Move package card Move the rest of home
Yesterday
Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open
Yesterday
Pull requests * Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu * Added missing localization string for German langauge in TTT * Reduced net.WritePlayer bitcount based on server's maxplayers
Yesterday
Reduced bits used by net.Read/WritePlayer based on maxplayers (#2078) * reduced bits used by net.Read/WritePlayer based on maxplayers * Update net.lua
Yesterday
update german translation (#2132)
Yesterday
Check for "icon" to be "ContentIcon" before reading its spawnname (#2137)
Yesterday
Implement setting HammerSceneEditorSession.HasUnsavedChanges
Yesterday
merge from Halloween24
Yesterday
Enabled halloween event Enabled Scarecrowpopulation Updated collectables Added bone collectable Frank default table craftable Enabled portals
Yesterday
Restore gui.HideGameUI for menu state VRAD displays lighting mode in the log (HDR vs SDR) VRAD static prop lighting HDR related changes Only output .tga files for LDR compiles Only output .pfm files for HDR compiles Compile HDR .ppl files, without overwriting the LDR ones Swap-in HDR static prop lightmaps when HDR lighting is in use Fixed impaled NPCs not appearing in the kill feed
Yesterday
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