241,981 Commits over 3,867 Days - 2.61cph!

15 Minutes Ago
Parent merge
20 Minutes Ago
Some tidy up here
21 Minutes Ago
Clearer docs here, only log warning if networking debug is enabled here
24 Minutes Ago
Prefab menu update
26 Minutes Ago
update obsolete code
33 Minutes Ago
Drive ragdoll physics from animation in fixed update
36 Minutes Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
37 Minutes Ago
Disable deployed cameras from being disabled while shot
38 Minutes Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
39 Minutes Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
40 Minutes Ago
fix broken vmdls
48 Minutes Ago
Don't forget to add arg to header
55 Minutes Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
1 Hour Ago
Remove unusued code
1 Hour Ago
Removed old/outdated pose files
1 Hour Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
1 Hour Ago
Test logs
1 Hour Ago
Hazmat prefab fixes
2 Hours Ago
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
3 Hours Ago
Serialize TargetMessage flags as byte
3 Hours Ago
Parent merge
3 Hours Ago
Merge from brzone-blending -> main
3 Hours Ago
Prefab application & fixes.
4 Hours Ago
Shader Support a hotspot layer on projection https://files.facepunch.com/louie/1b2211b1/sbox-dev_BJkYW81ltd.jpg
5 Hours Ago
fix missing materials for unicycle skins
5 Hours Ago
fix foot attachments
6 Hours Ago
fix null references on unicycle dresser
Today
initial commit initial commit work on main menu, fixing some vmdls, logo update, knewave font solo page updates, medal icon changes customize menu updates, arrow pngs more ui work, add default color for every customization item pause menu updates more pause menu work test map, pause menu work pause menu reorganizing, map finished menu tutorial message ui updates remove text shadows
Today
remove text shadows
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
Today
tutorial message ui updates
Today
Network compat breaking changes * Removed bodyque system/entity * Remvoed vote_controller entity Bump network version & .exe version Fix weapon_snark network types Remove m_bHL2EpisodicBehaviour from gmod gamerules CTEPhysicsProp model scale networking TEHL2MPFireBullets Y axis spread networking Completely remove the commentary system Fix incorrect particles spawning if there are too many garrysmod-issues/issues/5509 Remove test_traceline entity Restore portal entity clientside parts (lasers) `teamonly` in `player_say` event networked
Today
Battering ram client steering, brake and throttle client inputs Engine audio baseline
Today
Merge from copypaste -> main
Today
Fix compile errors
Today
Add option to ragdoll to drive physics from animation https://files.facepunch.com/layla/1b2211b1/sbox-dev_zcC1rx2gSM.mp4
Today
camera movement and rotation camera bounds and zooming fix dropping ammo that came from factory
Today
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
Today
Rework component serialize bail logic
Today
Finalized & prefabbed wall mediums and large.
Today
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
Today
Ragdoll child component flags are not saved and not cloned, they always get recreated OnEnabled
Today
Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor
Today
freecam move to
Today
Battering ram attack interaction moved to a world button
Today
pause menu reorganizing, map finished menu
Today
exported edited viewmodel metal shield animations
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
Today
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
Today
refinery updates more work on bombsite A