161,553 Commits over 2,771 Days - 2.43cph!

3 Months Ago
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3 Months Ago
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3 Months Ago
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
3 Months Ago
Bone manipulations do not inflate player/npc render bounds as much
3 Months Ago
Street cabinet - adjusted roughness of vents and adjusted collision
3 Months Ago
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
3 Months Ago
Added APC for transporting units. Added new technologies: Carbines, Armored Plating and Pyrotechnics. Added Pyromaniac flamethrower unit stub. Changed Assault -> Cannonfodder, and Assault is now an SMG unit.
3 Months Ago
merge from submarine ai (no spawns)
3 Months Ago
client compile fix
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Street cabinet feedback Merge branch 'master' of sbox-game
3 Months Ago
merge from main
3 Months Ago
Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
3 Months Ago
gmod_camera's zooming is now tickrate independent (Community Contribution)
3 Months Ago
DungeonNavMesh now works with multiple instances
3 Months Ago
Fix gmod_camera being dependent on tickrate (#1816)
3 Months Ago
fixed accidental fog change while troubleshooting
3 Months Ago
TTT: Updated language files
3 Months Ago
Stop the crosshair color going white if the player's FOV is < 90 Completely remove CHudDeathNotice as it does nothing in GMod Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself
3 Months Ago
merge from submarine
3 Months Ago
Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
3 Months Ago
FIxed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
3 Months Ago
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
3 Months Ago
Fixed render entities breaking if you delete any render entity within a tick event callback
3 Months Ago
merge from main
3 Months Ago
Potential crash fix in CMatQueuedRenderContext::Bind
3 Months Ago
merge from aiz_creation
3 Months Ago
merge from submarine
3 Months Ago
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m S2P Swamp A,B,C
3 Months Ago
Really take care of npc_barnacle crashes when something deletes its internal physics objects
3 Months Ago
Added prevent building volumes to underwater lab prefabs
3 Months Ago
merge from misc_improvements
3 Months Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
3 Months Ago
modded folder organization (will break paths) Adding a bunch of commonly requested and missing objects
3 Months Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
3 Months Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
3 Months Ago
Make double sure player can't be damaged by a vehicle while driving a vehicle
3 Months Ago
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3 Months Ago
Only allow air control when car is sufficient distance away from surface
3 Months Ago
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3 Months Ago
Increase submarine throttle/max speed
3 Months Ago
Allow faster steering adjustments in the submarines
3 Months Ago
When mounting a sub, always fill the driver's seat first
3 Months Ago
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3 Months Ago
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